Wednesday, 18 May 2011

How to Make Money off Apps: Monetising Models for Mobile Applications


Frankly, most app and game developers don’t make any money with their apps. This is not very surprising, considering that:
- 250.000 mobile apps are already available on Apple Appstore and Android Market respectively
- Marketing an app can be expensive if you don’t know the tricks
- Size matters – it is easier to promote an app if you have 10 apps that you can cross-promote than if you only have one
AdMob App Usage Study Feb. 2010
There are 5 basic ways of monetizing apps:
1. Paid apps
The most direct way to monetize an app is to charge for it. Paid-for apps though, compete with a broad variety of free apps and free alternatives. Still, AdMob found that 50% of iPhone owners buy at least one paid app a month and the average paid iPhone app has sold 101,024 copies over a lifetime of 261 days. So despite a low average price of $ 2,33 per app developers can still hope for a decent revenue, if the content  is relevant and offers great value to users.
2. Subscriptions
Instead of charging for one-time download, subscription models charge for content within an app. Particularly reasonable for apps that offer a lot and fast changing content like magazines or newspapers, virus protection, music streaming and more.
3. In-app payments/ sales
14% of the daily revenue on the Android Market is generated with in-app purchases, including the purchase of virtual goods, unlocking features, promoting oneself in communities, access to content and more. In-app purchases are available for iOS and Android and can be implemented in both free and paid apps.
4. In app advertising
If providing interesting content or offers, in-app advertising is great for apps with high and frequent usage such as news, sport, weather, social networking, etc.. Ad space can be sold via ad networks like AdMob, inMobi, iAd (Apple) etc. Customers are paying based on impressions or per click on the ad, so for this model to work, high usage rate is essential in order generate substantial revenues.
GomoNews have published a list of ad networks here http://www.gomonews.com/mads/
5. Sponsored apps
e.g. Timeout UK, Cocktail guides, Cookbooks, Racing games, etc. One of the most common ways of monetizing an app. If a company sponsors or fully pays for an app as a way to promote their brand, there is little risk for the developer, but also little space for unexpected wealth.
The most successful app developers such as Rovio (Angry Birds) use a combination of paid apps and free apps with advertising. The free app targets a wide audience and makes money through adverts and then promotes the full pro version. This is usually referred to as the freemium model.
Some key stats:
  • Apple has paid out more than $2bn to iOS app developers (Press Conference Apple, Dec 2010)[ii]
  • 7% of iPhone and iPod touch owners have spent more than $50 on games in the last three months (DFC, March 2010)[iii]
  • iOS users have an average of 37 apps on their devices, compared to 22 for Android users and 10 for BlackBerry users (Nielsen, USA, Sep 2010)[iv]
  • The average smartphone owner downloads 15 apps to their handset, keeps 12 of them, and uses 5 every day (GfK, UK, Sep 2010)[v]
  • US iPhone users download 60 apps a year (YG, USA, Sep 2010)[vi]
  • iPod touch users that purchase paid apps spend $11.39 vs. $9.55 webOS vs. $8.36 Android, vs. $8.18 iPhone (AdMob, Feb 2010)
Some other key insights are:
  • To make money, the app needs to offer something beyond what other free apps in the same category offer
  • When offering a lite and a pro version of an app, it is essential that the pro version really offers more value than the lite version
  • Great ratings and updates are critical in keeping people buying apps
  • The majority of premium app revenue comes from games
  • Many apps generate a lot of revenue the first month when it’s new. Unless constantly updated and promoted it then dies a slow death
So how do you make money from mobile apps then?
The answer is simply that you can make money from apps through a combination of creativity, hard work and a bit of luck. The key ingredients to success however are:
a)  Make sure you have a great idea/concept for your app to begin with
b)  Know who your target audience is and come up with a marketing and PR plan focused on them
c)  Try different types of monetising methods depending on the app and target audience
d)  Experiment, experiment and experiment more with updates, pricing, marketing, etc
Good luck and tell us if you find a secret way of making money!

Friday, 6 May 2011

Why Android Tablet Apps?

The iPad currently accounts for 90% of the tablet market, so why bother with Android? More than 20 device manufacturers have now announced Android tablets with prices ranging from 150- 700 USD. Key devices such as the Motorola Xoom are showing top quality design, and impressive hardware specs that are opening up interesting opportunities for our customers. At Golden Gekko, we're confident of strong growth in the Android tablet market over the coming months. Being first to market with quality offerings is a key recommendation for our customers. Supporting tablets, with the correct user experience will pay dividends:
• Impressing early adopters
• Being well situated for the users who are sure to enter the market in 2011
• Increasing your chances of being featured on the Android Market – our experience shows
this can have a huge effect on download figures

Key attributes of the Android Tablet

Golden Gekko has been exploring the tablet focused version of Android (Honeycomb) since it was first released to developers. We have also been observing the adoption of the technology, reviewing apps and experimenting with different user journeys.
The key enhancements, that we see adding true value to the Android experience are:
• We can now take advantage of the extra screen real estate, showing more complex pages. A common example is combining a list view on the left, with a map or details view on the right, allowing the user to browse the items they have, without needing to switch screens.
This level of interaction is simply not possible on smaller, phone sized devices.
• A new action bar has been introduced. This is a big change in the standard Android design pattern. We're also increasingly seeing this being applied to the phone variants of the apps.
Not quite everything is transferable, but it's a slick new option.
• Drag & Drop has been added, allowing for interesting new interaction between components
• Slicker animations are possible thanks to enhanced support from Android, and typically from the enhanced power of the tablet devices. Apps are evolving to feel more interactive with ever more impressive levels of polishing touches.
• We're seeing tablets being used in different ways to our phone apps. Typically, your phone is for when you're on the go, tablets for when can take your time over a coffee or a glass of wine. This allows for more in depth user journeys and more thorough integration with Social networks.

Image: An example screen-shot, showing the split screen approach. Notice the action bar introduced at the top of the screen. The soft keys in the bottom left have replaced the hardware buttons, and rotate with the device.

Key challenges

Adapting to the tablet world requires a fundamental shift in application planning. Many people will use your app on a tablet and on their phone. Ensuring a consistent user experience, while still taking advantage of the device capabilities will be a key factor in the success of your application.
For anyone used to developing iPad apps, the extra device burden that Android brings to the table will also come as a shock. Android tablets are becoming available in all shapes and sizes, with varying screen resolution, OS level and processing power. Thoroughly testing and optimising your apps for the full range of devices is a critical pre-launch step. A few bad reviews from users experiencing bugs or crashes can have a serious impact on the long term success of your app.

Wednesday, 20 April 2011

Update: What is the cost of developing a mobile app?

Of all the blogs we’ve published over the last couple of years the most popular blog by far is What is the cost of developing a mobile app. This shows a clear interest in what budgets are and should be for mobile service development. The BBC has a great article on why brands must invest in mobile apps. The budgets indicated range from 20.000£ (ca. 23.000€) for simple apps to over 100.000£ (ca. 115.000€) for more complex apps per platform.

But the world of mobile application development is changing fast; here are our thoughts on what's changed since.

1. Overall trend

Generally the average cost per application is climbing due to a number of factors:
a.       Complexity of the average project is increasing - more backend communication/integration and more complex features.
b.      Scarcity in experienced iPhone and Android developers - there are lots of app developers available but few with skills and experience we need.
c.       Higher quality expectations - in many cases, applications are becoming critical for success and sales of a business. Requirements on reliability and device testing therefore increased noticeably.
d.      User experience is key to success – brands and agencies are paying a lot more attention to the importance of user experience including user interface design and performance.

2. Middleware to support backend integration

In the past most apps were stand alone pieces of software, such as iPint, Zippo, Barclays Waterslide, Malibu Bowling, etc. However, the majority of new apps require an element of social media, communication with content management systems, integration with m-commerce solutions and other interactions with existing legacy backend services.
Supporting these features often requires a middleware solution which can add considerable cost to development in the short term. Though, In the long run, it will save time, money and headaches as it is easier to maintain and to update. The middleware integrates into one or more backend services and provides a standardized format for the applications to communicate in. The result of which is that changes to existing backend services can easily be accommodated by the middleware without having to update previously released applications.

This is especially helpful in cross-platform projects which could have clients running on iOS, Android, Java and a mobile website. Middleware development can cost anywhere between 10.000€R for a fairly simple service, to hundreds of thousands for complex solutions with multiple backend services to incorporate.

3. Complexity of Android development has gone up slightly

To date over 100 Android devices have been launched. Fragmentation between devices has increased noticeably with developers needing to spend more time fixing and testing small discrepancies. The average cost of an Android project is currently 20-30% higher than that of iOS projects.

4. Automated tools can provide a cheaper alternative

Application development tools such as Tino and Mobile Roadie can provide a fast, low cost solution, but functionality is limited. These tools can be great to get an app up and running quickly but once you reach a certain level of complexity and customisation, these services are usually not sufficient.

5. Time to market continues to be very short

The pressure to deliver new apps and updates quickly means that off-shoring is not really an alternative. Experience shows that off-shoring takes 2-3 times longer due to requirements for more detailed specifications, longer feedback cycles, lack of proactive enhancements and challenges during acceptance.

Read more about the cost of developing mobile apps and mobile websites in our previous blogs:

Thursday, 14 April 2011

The mobile OS battle is not over yet


We frequently get told that developing for other platforms than iOS and Android is meaningless. Many declare all other platforms dead. For the last 3 years, we’ve been told that J2ME is dead. But still in 2011, on a worldwide base, there will be more J2ME enabled devices sold than smartphones. People have also been telling us that Blackberry is a dead platform, that Microsoft has zero chance to succeed in mobile, that no one will develop apps for Palm/HP WebOS and that WAC is a failure before it has even had a chance to launch.


We believe it is very dangerous to make statements like this. The industry moves extremely quickly and there are a lot of factors involved. This is why we believe that the mobile OS battle will continue for some time:

1. The operators/carriers don’t want Apple and Google to gain complete dominance
The operator device teams at operators made it clear during conversations at Mobile World Congress that they don’t want Google or Apple to dominate completely. They will continue to back Nokia with the Windows Phone, RIM with Blackberry OS, Limo as the operator partnership and WAC as a cross-platform development platform.

2. Failing is not an option
For RIM, HP and Microsoft failing is not an option. The Blackberry OS made RIM successful and this is what lead HP to acquire Palm WebOS. Microsoft is probably the company that has the most to lose. Their strategic deal with Nokia they has proven how far they are willing to go to achieve their objectives. If RIM fail with Blackberry OS they will go down for the count as a smart phone manufacturer.

3. Device manufacturers and OS developers have deep pockets
Nokia, Samsung, RIM, HP and Microsoft all have big cash piles to execute thei mobile OS strategy. They may not get the same number of app developers to adopt their platform as Apple or Google and they may fail in the long term. However, it does mean that they can invest huge amounts of money in marketing, pay developers for app development and get big brands and services such as Facebook, Twitter, Foursquare, Google, etc. to build for their platform. They will not give up in the next 2-3 years.
     
4. Consumers still want choice
There is still demand for different solutions by consumers. Not only is the mobile phone a fashion statement - people want different looking phones - but there is also a demand for different screen sizes, input mechanisms and shapes. A great example is Blackberry which has continued to be very successful among business users as well as teenagers thanks to the keyboard and great messaging services.

5. Money is not everything
Having said that several of the mobile OS players have very deep pockets money is definitely not everything. Nokia allegedly spent as much money on R&D for Symbian and Qt as Apple has on R&D. Despite this they failed. At the same time Palm WebOS, which is considered one of the most advanced smartphone platforms, was developed by a small team within Palm and with the distribution of HP it might succeed.

What do we bet on for the future?
Having said that the battle will continue there is no question about who is dominating at the moment. iOS and Android are currently the platforms of choice. Other platforms are prioritized, based on promotion agreements with the device manufacturers and carriers. We believe that there are great opportunities for differentiation and distribution by embracing the full mobile ecosystem.

Wednesday, 6 April 2011

Mobile App versus Mobile Website: Busting Myths

Many brands find themselves debating whether to develop a mobile website, a mobile application or both. There are many things to consider when choosing a strategy.

A website optimised for mobile is an important part of any long term mobile strategy. For specific campaigns, and complex user interaction, an app often is a better solution. Apps deliver a richer user experience and can therefore create a more intense interaction with customers. A mobile website however, will give broader reach and as they are more accessible to search engines can be a great tool to point users to your service.

 When should you develop a mobile website?

  • As the core element of your mobile presence in any long term mobile strategy
  • If you expect to get a lot of traffic through search

When should you develop a mobile app?

  • If the concept/service you want to deliver is too rich for a mobile website
  • If the app is used as a tool that complements an existing web online presence
  • To make the service more convenient for your users, often re-locating and re-loading a web site takes a lot longer than starting an app.
  
Common Myths of why mobile websites are better than apps

1. Mobile websites are much cheaper
A mobile website with the same functionality and similar user experience to an app will cost pretty much the same. Especially if you want to deliver it across multiple platforms. However, expectations for a mobile website are generally lower than for an equivalent app. So bringing down the functionality will also bring down the cost. Yet still, the service needs to be tested on the target devices if you want to be certain that it works, which can be fairly expensive.

2. Mobile websites always give access to a wider variety of devices
In theory WAP/XHTML should work on most devices. Differences in browsers, display resolutions, input methods (touch screen or keyboard), API differences, etc. still cause a lot of customization work per device group. For a richer user experience you need to invest in a platform that renders the mobile website correctly for each device.

3. HTML5 will solve all these problems
Unfortunately this is not the case since:
a) The browsers still vary significantly between different platforms, OS versions and in the case of Android between different devices. This is unlikely to change and creates a lot of work for effective QA.
b) The functionality supported by each device is different. HTML5 on mobile devices can integrate with parts of the native functionality such as Location, Messaging, Contacts, Accelerometer, etc.
c) The codecs for video in particular are different depending on the OS

4. It's easier to find a mobile website
If the mobile website is available among the top 5 search results on Google this may be the case. But even this can be challenging since websites and mobile websites are mixed. Also note that you need to implement redirects from your website to your mobile website so that the user gets the best customer experience.

5. A website bookmark is just as good as having the app icon on the phone
One of the greatest advantages of an app is that the icon is or can be visible on the home screen of the device and therefore always a few clicks away. Bookmarks are usually hidden considerably deeper down in the menu structure and therefore used less frequently.

6. People will just use the mobile app once anyway
Some mobile websites and mobile apps will only be used once. This has been the case for websites since the beginning and it will always be this way. But good quality apps and websites are already showing that when the service warrants it, users will come back again and again.

Thursday, 31 March 2011

NFC for my mobile apps – how much does implementation cost and is it difficult?

NFC has been around since 2003 but it´s not until now that technology and adoption are ready for commercial deployment. Google plans to embed NFC in the Nexus S, RIM in all their new devices and Apple want to equip the iPhone 5 with an NFC chip, despite rumours they would not. Nokia launches a series of devices including NFC, starting with the C7 and most other handset manufacturers will include NFC in their devices within the next 2 years.

According to Wikipedia: “Near field communication, or NFC, is a set of short-range wireless technologies, typically requiring a distance of 4 cm or less. (...) This enables NFC targets to take very simple form factors such as tags, stickers, key fobs, or cards that do not require batteries. NFC peer-to-peer communication is also possible, where both devices are powered.”

The technology will enable lots of new exciting mobile interactions. The main focus is on mobile payments. A complex eco-systems and infrastructures of mobile payments makes it more likely that the utilization will be in other areas first such as loyalty cards, identification, as travel tickets, enterprises and potentially micro-payments for vending machines.

What is the cost of implementing NFC in your mobile applications?

Android and Symbian already support NFC. iOS and other mobile OS are expected to add support this year. This means the implementation of the service on the application side is fairly straight forward. Make a call to the API to read a Tag (the target device) and then there is an open communication channel between the two NFC chips for whatever the desired interaction is.

Examples could include
a)      Identifying a certain customer as having been in the store
b)      Registering a discount coupon from a mobile app in a store
c)       Checking in at the airport
d)      Paying for a buss, taxi, tube, etc if the application is connected to a backend-server which supports this
e)      And a myriad of other things

This means that the cost of implementing NFC in an application is very small compared to the cost of setting up a backend which could be hundreds of millions for a full scale payment platform that replaces credit cards. A simple NFC solution which reads an
NFC chip once to authenticate that the user has been in a certain store or redeemed a voucher could cost as little as 10-20.000 Euros to implement.

So what’s next?

During the coming years we will see thousands of different applications including NFC. Some of those will be groundbreaking and others will quickly be forgotten. Banks, retailers, transportation businesses, fast food restaurants and event companies will all launch pilots and some full scale implementations but it’s likely to be an evolution that replaces plastic cards over time rather than a revolution.

Golden Gekko is currently working on NFC trials with a couple of clients so please contact us for more information: info (at) goldengekko.com

Tuesday, 22 March 2011

Why did Facebook buy Snaptu for 70m USD?

In the current smartphone hype everybody focuses on iOS, Android and HTML5 when speaking about mobile applications. Many might therefore wonder why Facebook would spend 70m USD on acquiring a company that delivers mobile apps based on Java ME (J2ME). Facebook has a simple reason: 95% of all phones worldwide are still non-smartphones. According to Sun there are currently over 2.1Bn Java ME enabled devices worldwide. Of all phones sold worldwide in 2010, 81% were non-smartphones. Smartphones still make up a very small percentage of all mobile devices in emerging markets, where Facebook now has their greatest growth potential with well over a billion connected feature phones. Other big online companies such as eBay, Amazon and Yahoo have also acknowledged this and currently invest in similar technologies in order to position themselves among consumers before they have a chance to upgrade their phones.

At Golden Gekko we believe that Java ME still has another 3-5 years potential for brands that want to reach mass market penetration and low end devices across the globe. Last year, for example, the Java ME version of the Malibu Bowling Game had over 5 million downloads in total; 1,3 million from the independent app store Getjar.

This doesn’t mean that Java ME is for everyone but it’s definitely not dead. One of the challenges for app developer has been fragmentation across devices. This meant that you had to develop 100s of different versions. Today companies such as Snaptu, Mobile Distillery and Golden Gekko have solutions that make this much easier.

For more information about the potential of Java ME please contact Golden Gekko.

Thursday, 17 March 2011

How much does it cost to develop a mobile website in XHTML and/ or HTML5?

One of the most frequent questions we get asked is:  what is the cost of developing a mobile website? The answer is simple: It varies almost as much as the cost of developing a website. The price ranges from a few hundred to millions of Euros, but we will try to give a more constructive answer:

The key factors are:

1. Content/Service
What is the purpose of the mobile website? Is it an e-commerce site, a landing page, a news site, a social network, etc?
How much content does it contain? One page or hundreds of pages? The scope of the mobile website will provide a good starting point for estimating the cost of development.

Cost Range
- For a very simple mobile website a tool such as Netbiscuits could be used. Such a solution would cost a few hundred Euros
- If your site is a blog, for example, then it's possible that a free Wordpress plugin could be used to mobilise your existing website
- If the site includes more advanced functionality, then it needs to be custom built. The cost for this usually starts around 10.000 Euros

2. Design
Another important factor is the user interface design. Creating user flows, wireframes, mockups and designs could take several weeks, and therefore costs money.
Depending on the target audience you might want to implement two versions of the site. One optimised for XHTML and one for HTML5 compatible devices. While HTML5 supports a much richer user experience including animations, audio and video; XHTML should be optimised for speed and easy navigation rather than contain lots of graphics.

Cost Range:
- A simple mobile website whose design could be just a sketch that takes an hour to create would cost less than 100 euro
- For a sophisticated m-commerce site, intended to generate millions in sales, the cost and effort could easily rise to tens of thousands of Euros. Experienced user interface designers in London or New York frequently charge day rates of 1000 Euros. You get what you pay for.

3. Usability
Ease of use is not only about user interface design. It is also a matter of building an information architecture that it easy to navigate and optimised for the key use cases. The site should be tested with users and constantly improved over time.

Cost Range:
- Delivering excellent usability is an integrated part of good mobile website development. This means the cost cannot be isolated. However, if you consider your site business critical then plan for at least 2 weeks of user testing and enhancements before launch. You won't regret it.

4. Device support
One of the greatest challenges with mobile is device fragmentation. There are 10+ operating systems, hundreds of browser versions, 20+ display resolutions and lots of exceptions to take into consideration.

In theory HTML5 should resolve some of these issues. Unfortunately the differences are so big that you need to test and optimise your HTML5 site for each of those platforms.

At Golden Gekko we believe in testing on as many target devices and OS versions as possible. This means anywhere between two for an iPhone optimised HTML5 site (OS4.x and OS3.x) and 200 devices for a site that targets a broad spectrum of mobile devices.

Cost Range:
- Platforms such as the GG Server Platform and Netbiscuits provide rendering capabilities that optimise the site for each device type. The cost ranges from about 100 euro per month up to thousands but the service is well worth the money
- The feature set may differ between devices. E.g. some devices such as iPhone 4 have excellent java script support while others do not. Therefore add at least one week extra development time beyond the first platform
- The cost of QA / Testing vastly depends on the desired device support ranging from about 500 euro for a few days of testing on one platform to 10.000 euro for 3 weeks of testing across 200+ devices.  

5. Search engine optimisation
One of the greatest advantages of a mobile website juxtaposed to a native app is that people can find the content on your site through search engines. All standard mobile websites can of course be crawled. Still, just like for the web, optimising the site for search engines can make an enormous difference.

Cost Range:
Search engine optimisations for a big mobile site costs between 3.000 and 6.000 Euros

6. Logging and Reporting
If you've invested lots of money in your mobile website you want to know how many visitors you attract. You are interested in where they come from, what they do, how long they stay, where they leave, when and how frequently they come, etc. Most mobile website tools provide some standard reporting services and stats but if you really want to understand the users and their usage patterns you might have to dig deeper and combine the data with other sources.

Cost Range:
- Standard reporting should be included in the development and hosting services for any mobile website project
- For customised logging the effort is usually one to two days to define the requirements and about one extra week to implement and test the logging

Summary:
So what is the total cost of developing a mobile website? Depending on what you what to do with it, user interface requirements, usability testing, device support, search engine optimisation and logging the cost could range from a few hundred Euros for a simple landing page to 100.000+ Euros for a complex m-commerce site.

Please don't hesitate to contact us for a quote specific to your requirements. info@goldengekko.com
www.goldengekko.com

Thursday, 10 March 2011

Top 55 most downloaded Android Apps

Thanks to our wide range of services around mobile apps we frequently get asked: what are the most downloaded Android apps? We expected this to be an easy task to find out but realised: it is not.
Android Market presents the most popular apps but that evaluation is not based on all-time download numbers or even on the download numbers of the current month. App aggregation sites such as Appbrain.com, AndroidZoom, Androlib or AppstoreHQ do not present any top downloads stats at all. The site that delivers the most appropriate numbers is Cyrket but their stats seem to be at least 6 months old based on our research.
Therefore we hereby present a list of what we believe is the top 55 of most downloaded Android Apps.

All-time popular Android apps: 
  1. Facebook, Facebook (Free)
  2. Google Maps, Google (Free)
  3. Angry Birds, Rovio Mobile Ltd (Free)
  4. Pandora Radio, Pandora (Free)
  5. Talking Tom Cat Free, Outfit7 Ltd (Free)
  6. Handcent SMS, handcent_admin (Free)
  7. Advanced Task Killer, ReChild (Free)
  8. KakaoTalk, KakaoTalk (Free)
  9. Bubble Blast 2 Free, Magma Mobile (Free)
  10. Barcode Scanner, Zxing Team (Free)
  11. Shazam, Shazam (Free)
  12. Flash Player 10.1, Adobe Systems (Free)
  13. Google Sky Maps, Google Inc (Free)
  14. Lookout Mobile Security, Lookout Inc (Free)
  15. The weather Channel, The Weather Channel (Free)
  16. Slice It! ®, Com2uS (Free)
  17. Jewels, MH Games (Free)
  18. TweetCaster for Twitter, Handmark (Free)
  19. Astro File Manager, Metago (Free)
  20. Movies, Flixster (Free)
  21. Live Holdem Poker Pro, Dragonplay (Free)
  22. Robo Defense FREE, Lupis Labs Software (Free)
  23. Angry Birds Seasons, Rivio Mobile Ltd
  24. Alchemy, Andrey
  25. Twitter, Twitter
  26. Skype, Skype
  27. Paper Toss, Back Flip Studios Inc
  28. Gmail, Google Inc
  29. WhatsApp Messenger, WhatsApp Inc
  30. GasBuddy - Find Cheap Gas, Gasbuddy.com
  31. WeatherBug, WeatherBug Mobile
  32. Ringdroid, Ringdroid Team
  33. Google Translate, Google
  34. Solitaire, Ken Magic
  35. Bible, LifeChurch.tv
  36. Google Earth, Google
  37. TiKL - Touch to Talk (PTT), TiKL Inc
  38. Vaulty Free Hides Pictures, Threon Rogers
  39. Free Music Download, Jeromy.Y
  40. Evernote, Evernote Corp
  41. Zedge Ringtones & Wallpapers, Zedge
  42. MP3 Music Download, Hades Lab
  43. Backgrounds - 10.000 Wallpapers, girls2you.us
  44. Androidify, Google Inc
  45. Air Control Lite, Four Pixels
  46. GO Launcher EX, GO Launcher Dev Team
  47. Anti-Virus Free, AVG Mobilation
  48. ROM Manager, ClockworkMod
  49. Opera Mini web browser, Opera
  50.  ES File Explorer, EStrongs Inc.
  51. GO SMS, Go Dev Team
  52. doubleTwist Player, douleTwist
  53. Yahoo Mail!, Yahoo! Inc
  54. Streetview on Google Maps, Google
  55. Horoscope, Horoscope.fr
About the ranking: Since Google only presents indicative download numbers the list is based on the number of ratings (not the rating) for each app. This should be a very good indication based on our previous experience and benchmarking of our own apps as you can simple multiply the number of ratings with a number to get an indicative download number within +/- 10%. Therefore the ranking in the list is indicative and not absolute.

Wednesday, 2 March 2011

The king of marketing Sir Martin Sorrell speaks about mobile in a keynote at MWC

It is always great to hear what the big boys have to say about the mobile world. Therefore, we were especially excited about Sir Martin Sorrell´s (CEO of WPP) speech at Mobile World Congress this year.

Here are a couple of the highlights:

- WPP sees huge potential for retailers and consumer brands to benefit from apps that tap into location and commerce. "Location targeting is the holy grail that we as advisers on behalf of our clients are looking for."

- "Applications will be a significant opportunity for retailers to open another virtual shop, with the added benefit of it being in consumers' pockets when they are out shopping."

- "Apps will always offer some features that mobile sites cannot, while remaining popular for regularly accessed content such as news, weather and train times."

- "It is likely that mobile apps will be the fat part of the curve in terms of usage, whereas the mobile internet will be the long tail."

It was refreshing to hear someone speak about the balance between apps and mobile websites, considering that marketers frequently take for granted that one will kill the other in a few years. Golden Gekko has always believed that they are complementary and don't compete. We recommend our clients  consider both channels, depending on target audience, richness and purpose.

The speech also highlighted that the industry is still in its fledging stages and major advertising groups such as WPP have barely dipped their toes in mobile yet.

Monday, 21 February 2011

Mobile World Congress 2011: Wrap-up and Key Trends


Yet another year of Mobile World Congress has passed. The 8th for me and the most positive in 4 years. People were optimistic about the future, there were lots of new exciting startups, we saw power shifts and power battles, and the overall message was: we are here to do business!

The key talking points:

1. Mobile OS wars
Some consider it game over, with iOS and Android the clear winners, but the other players certainly haven't given up. Two main factors keep adding fuel to the fire:
a) The operators don't want to become bitpipes
b) The handset manufacturers don't want to be relegated to hardware manufacturers

At the same time the handset manufacturers are launching a massive number of Android devices. Google, and hopefully the consumers, are currently the biggest winners from this. In the long run, it might result in less competition and innovation.

Operators hand have found that  Android devices are very easy to sell, creating a nice counter weight to iPhone. Google, once again, is the biggest winner while the operators have little control over or little revenue from the services provided. This is why the operators have put a big emphasis on WAC (Wholesale Application Community) this year at MWC. With WAC, the operators could succeed in building up their own eco-system for developers, basing it on web standards. This could open the door to a role in the app value chain. In the background, operators are revising their device purchasing strategies, aiming for a good balance between iOS, Android, WM7, RIM and other operating systems such as Limo. More about this in another blog.

2. The power is with the developers
Possibly one of the most exciting developments is the reassignment of roles between operators, device manufacturers and developers. Just two years ago it was almost impossible for a developer to get on the carrier decks (i.e. sell content through an operator portal). Operators normally wouldn't respond at
all and when they did it was usually with great arrogance towards the developer or content provider. Today this has completely changed. Operators are screaming for apps for their appstores and do everything they can to attract developer attention including competitions, developer outreach programs and more.  Many of the developers on the other hand refuse to even speak to the operators. They are happy with the existing appstore distribution channels, primarily Apple Appstore and Google Android Market.

3. Tablets, tablets and more tablets
One year ago all the visitors had notebooks, this year they had iPads. Even more prominent was the fact that almost every single device manufacturer presented a tablet of some kind this year including Motorola, RIM, HP, ZTE, Huawei, LG, Samsung, etc. According to Gartner, by 2013 media tablets such as Apple's iPad will have infiltrated 80 per cent of enterprises, and the increasing use of the devices, along with other mobile gadgetry such as smartphones, will be THE disruptive technology implementation for CIOs in the coming years. The question remains whether there is really a market for that many products?

4. Apps are KING
The "Content is king" trend goes in cycles. In 2000 AOL acquired Time Warner for 162 billion USD with the argument being that content would be the most important thing in acquiring and retaining customers. The same argument has been used several times since by mobile operators as well as handset manufacturers. Every 2-3 years they make a major investment and a few years later they get impatient and give up on the initiative. With the current app trend this is happening once again. Handset manufacturers are looking for exclusive apps that help differentiating their devices and appstores. Operators are looking for the latest and greatest apps for their appstores. This year content or rather apps were definitely king at MWC.

5. VAS and mobile marketing companies doing everything
- “What do you do?” I asked one of the companies in Hall 7 (the app and content area of MWC)
- “What do you want?” was the answer

Many of the companies at MWC still offer a little bit of everything to operators and companies. A typical offering by a mobile marketing agency (which they usually don't want to be referred as) includes messaging, text to win, CRM, search, mobile websites, video streaming, music, games, app development, mobile advertising, mobile social networking and LBS. Our experience is that it takes about 6 to 12 months for a sales or project manager to get to a base level in terms of knowledge about mobile apps alone. Imagine selling all of them. One expectation for next year is therefore more specialization and consolidation.

We definitely need a 12 month break now but already look forward to MWC 2012!

Wednesday, 9 February 2011

Will the WAC mobile app platform initiative succeed?

Establishing a common standard based on web devlopment for mobile apps, or widgets as they choose to call it, is simply a brilliant idea. If you can enable web developers to develop mobile apps the potential is huge.

The Vodafone 360 platform, launched in October 2009, had the right strategy but poor execution.  Nokia had already tried it and failed, and when Vodafone launched they did it with two vastly different versions of the runtime and various other shortcomings. Not only that. In parallel Orange, LG, HTC and RIM also launched their variants of web runtimes all with different APIs and configurations.

Joint Innovation Lab (JIL), set up together with China Mobile, Softbank and Verizon Wireless, was an extension to Vodafone 360 and never got much credibility in the market since nobody really believed that the other parties were truly engaging. In parallel with starting up JIL, Vodafone failed with the integrated device and software strategy which was the basis for 360. However, the web runtime development platform was working quite well, despite the fragmentation into two versions.

All of this might have changed with the Wholesale Application Community (WAC) announced at the Mobile World Congress. With 60 members now signed up, C-Level executives on the board and the freedom to run WAC almost like a startup it is now a powerhouse with potential to succeed. The specifications for WAC 1.0 and WAC 2.0 have been agreed, at least 3 software companies have implemented web runtimes, more are following, and most of the handset manufacturers will embed the runtime on the handsets sold through the operators.

The advantages for developers are obvious. Develop an app once which will run across Android, Blackberry, Symbian/Megoo and Windows Mobile. The apps will not be as good as a well implemented native app but the skill level required is lower and the effort vastly reduced. The platform also offers access to considerably more APIs than other cross-platform methods such as Rhohub and Phonegap that lack the power to influence handset manufacturers.

So why could WAC fail?

There are a few major stumbling blocks to WAC becoming an established
standard for mobile app development:

* The specifications are not followed by the developers of the runtimes (e.g. Opera, Obigo, etc), leading to fragmentation, so developers still have to test, tweak and optimise for different devices.
* Handset manufacturers (influenced by the operators) might not all embed the WAC compatible runtime which means that there won't be critical mass for developers to invest in developing for WAC.
* WAC doesn't get traction among developers and content providers fast enough, and with time, the operators get impatient and don't follow through on the partnership.
* Developers choose to develop mobile websites using HTML5 instead of
developing apps.

So what is the conclusion? The mobile app industry is
moving so fast at the moment, and still accelerating, so there are many uncertainties about who will succeed or fail in the long term.

Only time will tell...

Disclaimer: Golden Gekko has developed over 30 web runtime apps paid for by operators and other organizations and would therefore profit from the success of WAC. 

Wednesday, 2 February 2011

Why HTML5 sites for mobile require a mobile specialist

Although several mobile browsers now support HTML5 this is a version of HTML5 adapted for mobile:

A.      The design and user interaction of a mobile site is completely different to its equivalent website.  The use of the touch screen, the smaller screen size, different usage occasions and scenarios require a user experience designer with experience in mobile

B.      The browsers vary significantly depending on the OS – for example iPhone vs. Android but also between different Android devices.  Resolution/ screen size and layout (landscape vs. portrait) may differ from device to device

C.      The functionality of HTML5 on mobile devices can integrate parts of the native functionality such as location, messaging, contacts, accelerometer, etc.

D.      Each OS requires particular encoders for video

E.       Android in particular has differences depending on the OS version (1.6, 2.1, 2.2, 2.3 and soon 3.0) which means that the mobile site needs to be tested across all device versions

In summary there is currently not one version of HTML5 but several. For a mobile implementation of HTML5 you need someone with experience in mobile development. Before there is a stable development standard for mobile sites, there is still a lot of standardisation work remaining.