Archive for March 7th, 2011

07 March
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30%, the long tail and a future of serialized content

The 1960s and 70s were the golden age of magazines. Why?

  • Lots of people wanted to read them
  • The newsstand could only hold a few of them (barrier to entry permits some to win)
  • The winners had no trouble selling ads because they had motivated readers, in quantity
  • The cost of making one more edition of the magazine was relatively low

Enter tablets. To some, it feels like the dawn of a new golden age. People page through apps like Wired and gasp at the pretty pictures and cool features. Surely, we’re going to recreate that moment.

Here’s the problem, and here’s how Apple is making it much worse:

The newsstand is infinite. That means that far more titles will have far fewer subscribers. There are more than 60,000 apps on the newsstand. Hard to be in the short head when the long tail is so long…

plus, the cost of each issue is far higher, because it costs a lot more to pay a videographer, a video editor, a programmer, etc. than it does to pay John Updike to write 4,000 words…

plus, advertisers are harder to come by, because the number of readers is always going to be lower than it was back then, and the ads are easier to skip.

Of course, the good news is that the publisher doesn’t have to pay for paper, so the profit on each subscriber ought to be way higher. Except…

Except Apple has announced that they want to tax each subscription made via the iPad at 30%. Yes, it’s a tax, because what it does is dramatically decrease the incremental revenue from each subscriber. An intelligent publisher only has two choices: raise the price (punishing the reader and further cutting down readership) or make it free and hope for mass (see my point above about the infinite newsstand). When you make it free, it’s all about the ads, and if you don’t reach tens or hundreds of thousands of subscribers, you’ll fail.

In a rare glitch, John Gruber got Apple’s decision about the 30% subscription task completely wrong. By his logic, Apple would have been just as good for its users if the tax was 60%.

For content to be fabulous, for tablets to be more than game platforms, folks like Apple need to do two things:

  • Reward creators instead of taxing them.
  • Create promotional channels so that curated great stuff (not merely things from big companies) has a chance to reach a mass audience.

The web has been a hotbed of siloed content, of deep dives for small audiences. The large scale stuff, though, has tended to be mostly about gossip and other quick reads that’s cheap to produce. Tablets offer a new chance to create content worth paying for. Paving the way for that to happen is a smart move for anyone who cares about the audience and the devices.

By Seth Godin: http://sethgodin.typepad.com/

07 March
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Behaviorgraphics: Discovering the “Me” in Social Media

    Social media is a deeply personal ecosystem that I lovingly refer to as the EGOsystem. As such, there is a “me” is social media for a reason. It is quite literally a world in which we are at the center of our online experiences, a place where everything and everyone revolves around us.

    Placing ourselves in the role of this emerging social consumer for a moment, brands, businesses, and media aren’t sure how to see or reach us directly yet. We’re lured through creative attempts to follow them on Twitter or “Like” them on Facebook. But for the most part in social media, we are faceless consumers brought only to life through avatars, bios and a history of our online activities and connections.

    Sometimes we’re part of demographic studies where we’re grouped by age, income, gender, education, etc.. Sometimes, we’re part of psychographic studies where we’re grouped by commonalities, shared interests and passions, and themes. And often, we’re lumped together through keyword mentions or online influence scores. But the real question is, who are we online and what makes us connect, share, and live online? Finding these answers is revealing and hopefully, inspiring.

    If ignorance is bliss, awareness is enlightening…

    Behaviorgraphics

    Last year, I teamed up with my good friends at the JESS3 creative agency run by Jesse Thomas and Leslie Bradshaw to capture the essence of how and why people were “living in public.” The characteristics of online behavior were diverse to say the least. However, I documented recurring traits and organized them into 18 categories.

    I’m happy to share that Behaviorgraphics is now available as a free high resdownload and also as a 22 x 28 poster.

    Click below for various sizes(free):

    1. Presentation/Slide

    2. High Resolution

    3. Poster

    Which one/s are you?

    At the center is Benevolence – The unselfish and kindhearted behavior that engenders and promotes recognition and reciprocity, and in doing so, earns the goodwill of those around them. This is the hub of social networking with a purpose, mission, and a genuine intent to grow communities based on trust, vision, and collaboration.

    Problem Solvers – One of the most common sources of conversations and updates in social media are questions…people seeking information in the hopes that commenters will respond with resolution or direction.

    Commenters – Providing thoughts, opinions, observations, experiences, and sometimes, unfiltered reactions to the information shared online. They are less likely to produce original content, but are compelled to share their views based on the introduction of content by others in and around their social graph.

    Researchers – Peer to peer influence is prominent in social networks and researchers rely on their social graphs for information and direction to make qualified decisions. They are also active in championing polls and surveys to truly learn about the thoughts and opinions of those connected to them.

    Conversationalists – Participation in conversations through proactive updates seeking responses or direct responses to other content, conversationalists fuel threads within and across networks.

    Curators – In the context of behaviorgraphics, curators carry a different role. This group works diligently to find and only share what captivates them as filtered by what they believe will interest their followers.

    Producers – Among the more elite group of online participants, their stature is earned by the amount of content they generate within multiple networks.

    Broadcasters – Social media is proving to be both an effective broadcast and conversational platform. Broadcasters are mostly one-way communicators who either intentionally or unintentionally push information to followers without injecting conversational aspects into the mix.

    Marketers – Profiles dedicated to marketing ideas, products, or services and may or may not include content outside of their portfolio, unless the account is focused on funneling beneficial and value-added solutions to specific audiences regardless of origin.

    Socialites – Individuals who have earned varying levels of weblebrity, these new internet famous personae earn recognition and attention in online networks which is increasingly spilling over in real world fame.

    Self-promoters – Unlike broadcasters and marketers, self-promoters are unconcealed in their intentions through constant updating of activities, events, and accomplishments.

    Egocasters – Contribute to the “ego” in the egosystem and represent the evolution of self-promoters. Through constant promotion and the activities and responses that ensue, promoters graduate to a position of perceived prominence and collective unawareness.  What they think and say is what they believe to be the reality for one and for all. They lose touch with perspective as listening gives way to telling…

    Observers – Often referred to as inactives, lurkers, or simply consumers, Observers represent the majority of the social Web today, defined by those who read and also share information in the backchannel, including email, and also in the real world.

    Social Climbers – Social capital is not only something that is earned in social networking, it is something that is proactively pursued by those whose sole mission is to rise to the top. These individuals intentionally climb ladders on the avatars, profiles, and social capital of others most often misrepresenting their purpose and stature to earn an audience based on disingenuous intentions.

    TMI – The things some share in social media continue to blur the line between what’s relegated to inner monologue versus that for sharing with others in public. The state of sharing “Too much information” is dictated by those on the receiving end of the update, not those who publish it.

    Spammers – Those accounts and profiles that are created to push messages blindly and without regard for those with whom they come into contact. Often times they’re tied to current events (using trending keywords or hashtags) or targeting influential voices to lure them into clicking through to their desired goal.

    Leachers -Not included in the graph, but an important category to recognize as leachers take the good work of others and channel it into their own accounts almost exclusively for the sake of promoting their cause.

    Complainers – When we love something, we tell a few people; when something bothers us, we tell everyone.  Complainers are often sharing their discontent as a primary ingredient in their social stream. And, as customer service takes to the social web, these complainers are only encouraged to share their experiences to achieve satisfaction and earn recognition for their role as the new social customer.

    Via Brian Solis: http://www.briansolis.com

    07 March
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    Morgan’s Newest Car Is Its Oldest Yet

    Morgan Motor Co., the eccentric British automaker with one foot planted firmly in the last century, is reprising the first car it ever built and we have this to say: Oh hell yes. Sign us up.

    Automakers have never been short of crazy ideas, and the Morgan Threewheeler (yes, one word) is somewhere near the top of the list. The car was odd when it first appeared in 1909 and even more so today. But it is at heart an elemental machine, one that, for better and worse, places nothing between you and the experience of driving.

    The originals were wickedly fast (for their time), winning the French grand prix in 1913 and lapping Brooklands at more than 100 mph. Threewheelers set several long-distance speed records in the 1930s. The modern take, dubbed the 3-Wheeler, should be at least as quick.

    Power comes from an S&S V-twin hanging off the front. It’s good for 115 horsepower and drives the rear wheel through a Mazda five-speed ‘box and a rubber V-belt. Morgan hasn’t said what the car will weigh, but when it teased us with renderings last year the target was less than 500 kilos. The steel tube chassis is wrapped in aluminum bodywork. Morgan promises the 3-Wheeler is “a driver’s car with properties that do the sporting appearance full justice.”

    The car gets its official unveiling next week at the Geneva auto show. Sticker price is £25,000, or about $40,000. Yeah, we know. Crazy.

    Still, go ahead and laugh. Roll your eyes. Scoff, even. But you know you want to drive it. If you don’t, well, fine. We’ll take your spot in line.

    Photos: Morgan Motor Co.

    Via Wired Autopia: http://www.wired.com/autopia/

    07 March
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    Never Lose Your Car or Miss a Friend With ToothTag

    What are the places and who are the people around you right now? With a new Android app called ToothTag, you should be able to get a lot more useful answers to that question.

    Not only will this app find nearby restaurants, it can also tell you whether your friends are at the same party — without having to check-in. It knows where the heck you left your car. Most importantly, it is able to do all this without battery-sucking technologies like GPS.

    ToothTag is a treasure trove of proximity-based information. It goes beyond regular location services and novel-but-worthless check-ins, showing you what’s in your immediate surroundings and giving you multiple options for how to make that information truly useful. Instead of GPS, it relies on Bluetooth, Near-Field-Communication (NFC), and WiFi. Power management — long the bane of innovative mobile apps — has been ToothTag’s plan from the start.

    The app lets you tag Bluetooth and WiFi devices — such as headsets, laptops, mobile phones, and access points. Once these are tagged, you can set up automated actions when you’re within a given distance from them. Automated actions, such as mobile alerts or emails, can occur without your ever having to think about the app.

    Here are a few examples:

    • You’ve planned a night out on the town. You drive your car and street park it, using ToothTag to drop a Google Maps pin at your car’s location. When you’re ready to drive home, ToothTag lets you find your car with ease.
    • You walk into an event at your favorite nightclub. You’ve tagged the joint in the app and told ToothTag to automatically check you into that location on Foursquare any time you’re there for more than 10 minutes. Hello, Mr. Mayor!
    • Once you’re in the event, you open ToothTag again to find out which of your friends are already there and how you’re connected. The app shows you a Facebook friend you know well, a LinkedIn connection that you wanted to meet in person, and a Match.com prospect with a high percentage of compatibility with you — all in a single, scrollable list on your mobile.
    • You’ve been trying to connect with a special someone for a while, and you’ve tagged her mobile in ToothTag. Unbeknownst to you — but knownst to ToothTag — she’s at the same event as you. ToothTag automatically rings your phone to alert you that Ms. Right has entered the building. The app also tells your phone to fire up Iron Maiden’s “Run to the Hills” when your ex walks into the party, a clever alert you set up to avoid drama.

    ToothTag is free for consumers, and it’s available right now in the Android Market. Creator Dave “Gadget Guy” Mathews says his company, NeuAer will be working on an iPhone version, but ToothTag’s system requirements aren’t entirely met by the iPhone 4.

    The app is built on a unique proximity platform called, interestingly enough, ProxPlatform. This platform will allow devs to add “presence events” to their applications.

    ToothTag, as a free consumer app, is meant to serve as a use case for what ProxPlatform is capable of doing. The possibilities are exciting as they are lucrative. ToothTag’s features could be tweaked for AR mobile gaming, mobile commerce and other types of mobile apps. Mathews and team hope to make money from the proximity platform rather than the consumer app. They plan to introduce a MySQL-style freemium model soon.

    Android users, let us know whether or not you like it, and what features or functions you’d like to see in upcoming versions.

    Image courtesy of iStockphoto, sjlocke

    Via Mashable: http://www.mashable.com

    07 March
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    Is Developing a Mobile App Worth the Cost?

    Aaron Maxwell is founder of mobile web design agency Mobile Web Up. You can find him on their mobile business blog, where he writes about mobile and social media.

    Almost every business is gearing up their mobile strategy. No secret why: Mobile is really taking off. There are already more people on the planet who communicate with text messages than with e-mail, and more people who own phones than have credit cards, according to the latest statistics.

    The difficulty is that there are many facets of mobile technology. Apps, websites and SMS form the broad foundation. But mobile payments and advertising are rich topics on their own. Where do you focus first?

    For many companies, the answer has been “an iPhone app”. (Notice I said “iPhone app,” not “mobile app.” More on that later.) But people have also been looking into mobile-optimized websites. That has led to a kind of debate in some circles about which is more important. If you’re going to only do one, is it better to make a mobile app, or a mobile website?

    Apps have one clear advantage. In general, a well-made app can provide a far better user experience than even the best mobile websites are capable of right now. I don’t think this is controversial.

    Really, though, what I often see missing from such discussions is cost. It’s often not that hard to make a web app that will work well on most smartphones (depending on the nature of the app — things like graphics-intensive games being an exception, etc.).

    But making just a native iPhone app is usually harder than making an equivalent cross-platform web app. And if you want Android and BlackBerry users to be able to have a native app too, you often have to build for each platform from scratch.


    Types of Apps


    Let’s make an important distinction here. Apps can be divided into:

    • Those that are meant to directly generate income, and
    • Those that are built for purposes of marketing, branding, or customer service.

    The first type is the topic of all those heartwarming stories about some enterprising developer creating an iPhone app in his spare time, from which he is making more than enough to quit his job coding TPS report generators at BoringBigCo. There are also real companies that do create and sell apps, quite successfully. The income comes from charging for the app directly, in-app purchases, and subscriptions, or less directly, through advertising (think Angry Birds on Android).

    If you’re charging for your mobile product, a native app is the way to go. A mobile website can’t integrate with iTunes billing, which — in addition to providing a ready market of 125 million mobile users — makes payment a snap. Charging for access to your mobile website will require rolling your own payment solution… a tall order on mobile right now.

    While interesting and exciting, this category of mobile app is not really what we’re talking about in this article. What’s relevant is when companies produce apps in the second category, for the purposes of marketing, branding or customer service. Good examples are the Starbucks or Target Stores apps.

    These are normally free, since the whole point is to get them distributed as widely as possible. And that changes the discussion completely. If we make an app, how many prospects and customers will it reach? That puts a ceiling on the potential success of the app as a marketing channel.


    The Reach Of Different Mobile Channels


    From a pure “how many prospects can I reach” perspective, the best mobile marketing tool is text messaging. About 68% percent of American cell phone subscribers sent a text message in late 2010, according to comScore’s mobile market share report.

    Of course, you can do things with apps and websites that you can’t do with SMS. So how many people can you reach with an app? And how many with a mobile website?

    For mobile websites, it’s easy. The best indicator is how many people actually browse the web on their mobile phones. As of late 2010, it’s currently over 36% of all U.S. mobile phone subscribers. So, about one half as many people as you can reach with a text message.

    There is more to the story for apps. I was at the San Francisco de Young museum a couple of weeks ago. They threw a little shindig to celebrate the release of their official mobile app.

    The only hitch: You could only install it if you had an iPhone. Those of us with Androids and BlackBerrys couldn’t play. That reflects a current reality with apps. An iPhone app only works on, well, iPhones. Your app has to be made separately for each platform.

    In North America, the most important smartphone platforms right now are iOS, Android, and BlackBerry. How many mobile users are on each? Here are the ratios in the U.S., as a percentage of all mobile phone users, for the last quarter of 2010:

    • iPhone: 6.75%
    • Android: 7.75%
    • BlackBerry: 8.53%
    • TOTAL: 23.0%

    In other words, if you decide to only make an iPhone app, fewer than 7% of all mobile phone users will be able to use it. If the app’s primary purpose is marketing, you’ll need to decide whether this reach is big enough to be worth it.

    And if you develop three different apps to cover these three most common platforms, you’re going to potentially triple your cost. All so you can reach only a fraction of the number of people you can get with a mobile website.

    To make things worse, I’m ignoring Windows Phone 7. A year from now it may have a very significant market share, thanks to Microsoft’s joint venture with Nokia. Most mobile websites will work fine on the new Nokia/WP7 phones the day they are released. But creating and pushing out a Silverlight mobile app is no small task.


    Apps Aren’t Free


    The costs for this can add up. There’s no such thing as a “typical” app, so it’s hard to give a meaningful average cost. But as a general working figure, we can say it costs at least $30,000 to design, implement and deploy a brand-quality iPhone app. I haven’t found published studies for the equivalent costs for Android and BlackBerry, but since the device fragmentation is greater, it would makes sense that the costs are at least similar.

    All the above means that, at the end of the day, creating a set of mobile native apps that reach, say, 80% of smartphone users is going to be far more expensive than creating a mobile web app that reaches 90% of smartphone users. I don’t even mean twice the cost; I mean more like five, maybe even ten times the cost.

    In many situations, that’s acceptable. As noted, sometimes you want to do things that just aren’t possible with a mobile website, at least with good quality. Or maybe it is possible, but you know you can create something of better quality with a native app, so that the result is more engaging. For enterprise-scale organizations like consumer banks and nationwide retail stores, they have the capital, and the ROI justifies it. But if your budget for mobile is under $100,000, it may not be a good approach.

    How does a mobile website compare in cost? I haven’t found any published study of the typical cost for mobile web design and development. But from my experience running a company that does just that, I can tell you that it’s almost always less than the $30,000 for an “average” iPhone app.


    What’s the ROI?


    Given all this, how many prospects will a venture reach per dollar? At a conservative estimate of 234 million U.S. adults with mobile phones, here’s the breakdown:

    In other words, you can reach nearly five times as many people per dollar invested with a mobile website rather than a native mobile app. And that’s conservative, assuming it costs just the same to create the BlackBerry app as it does to create the iPhone app (it doesn’t), or that a mobile website will cost the same as an equivalent iPhone app (generally, not even close).

    Does this mean you shouldn’t do an app? Of course not. There are many other factors involved. If an app user converts 10 times more frequently, for example, the difference is more than justified. But that’s a big hurdle to clear. And if you want to reach users across more than one mobile platform, you have to consider the extra capital investment as well.

    Whether you go with a mobile website, a native mobile app, or both, you’ll probably benefit. The continued mobile explosion will make sure of that. Just take care that you get the most bang for your buck by doing what’s best for your business.


    Via Mashable: http://www.mashable.com

    Valve Interactive
    An online marketing and design agency in Portland Oregon