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Monetizing
“That” Apps




  Mobile Asia Congress 2011
What are “that” apps?
5 Main Models

Length
  of
               1                 5           Intensity of
Usage         Free            Sales            Usage



         2
                     TRADEOFFS           4
   Freemium                            Data
                        3            extensions
                       Paid
    Volumes                              $
Business Model #1: Free


 Penetration: Largest % of apps in Stores
 Typical Revenue Model: Advertising
   – Direct brand sponsorship, ad enablers,
     or ad networks
 Example:
Business Model #2: Freemium

 Penetration: Fastest growing
  trend
 Ideal Revenue Model: Revenue
  from upgrades
 Examples:
Business Model #3: Paid

 Penetration: Small % of App Store
  Apps. Almost non-existent in “That”
  apps.
 Ideal Revenue Model: Revenue from
  paid downloads
   – Higher value added apps have
     higher price points
 Example:
Business Model #4: Data Extensions

 Definition: Apps that
  enhance an existing
  product or service. Usually
  “first gen” Brand apps.
 Ideal Revenue Model: Loss
  leader, revenue generated
  elsewhere.
 Example:

                                     8
Business Model #5: Sales

 Definition: Apps through
  which you can buy a
  product or service
 Ideal Revenue Model:
  Profits from sales or affiliate
  commission
 Examples:



                                    9
Segmentation of App Types by Usage

                        Moto Racer                              Facebook
                                              CNNGo
                                               Tune In             Sudoku
               High       FruitNinja           Radio


Intensity of Use                                IMDB
                              Talking Tom
                                              Traffic Reporter     My Notes
                          Love Test
               Low                          Compass      The Weather Channel
                      iFart                              Local Gas Prices


                              Low                        High

                                    Length of Use
                                                                               10
Focus on “That” Apps

> 30% of Smartphone users have used “That” apps
Focus on “That” Apps: 1+4

              1             5
             Free          Sales


     2                              4
  Freemium                        Data
                     3          extensions
                    Paid
Mobile Marketing Grows
Monetize “That” Apps through
brands’ growing mobile marketing
                        budgets
4 categories of monetization for free apps


Ads                      Sponsors              License                Buy out

Multi-platform ads       Sections              Whitelabel             Hot IP
Exclusive ads            Monthly promos        Powered apps           Potential synergy




Base                 Get some cash        Substantial money to   Most likely a tech
monetization         Requires             be made if             company buyer
Starting point       negotiation          negotiated
                                                                 “now you are set”
“basic earnings”     “making a living”    “minting it”

                                Substantial monetization
Ads                   Sponsors         License             Buy out


The simplest game in the book… but try targeting
 Ad enabler aggregates feeds from multiple ad networks
  or a single network in the case of the exclusive model
 Earn revenue from CPMs (Impressions) and CPAs
  (Touch-thrus)
 No threshold to start, can do from day 1

 CPMs can be about $1-10 range
 Specialist apps can get more
      – Targeting
      – Talk to ad networks
      – Push hard to get better rate
Ads                Sponsors               License           Buy out


A bit of negotiation required… but better results
 Developer has agreements directly with ad agency or brand to
  fully brand the app

 Best if you have a strong business or personal network

 Higher CPMs, better integration of branding and app

 Only possible if you can showcase how
  your “That” app is the right fit for a brand
Ads               Sponsors                License   Buy out


Power the apps that brands want

 Be prepared to white label your tech
  or License it to a brand
   – Requires knowledge of licensing
   – Some negotiation

 Brands are constantly on the look-out
  for hot tech that can add the “cool
  factor” to their apps
Ads                Sponsors                License   Buy out


One-of-a-kind success story that no one can resist..

 The dream case, where a larger
  company sees value in your IP to the
  extent that they can integrate it into
  their business

 Might start off with a License deal at
  first that eventually leads to buy out

 Does require you to constantly make
  noise and start approaching potential
  buyers
Ads   Sponsors   License   Buy out
Current Structure of Ad Industry
   Want to promote                Aggregate adverts from mobile
  products via mobile             agencies
  advertising campaigns.           Either serves developers directly or
   Size of budgets can           passes on adverts to another                Looking to grow the ecosystem by
  vary hugely.                    aggregator layer, the ad enablers           building great products and make a living




   Brands
   and                     Ad agencies                                               Developers          Consumers
   advertisers                             Ad networks                               / Publishers
                                                               Ad enablers


                                                                                 Analytics
   Agencies are hired                                                           Providers
  by advertisers to plan      Aggregate adverts from ad
  and create campaigns       networks and feed them to
   Some agencies            developers to attempt to increase fill
  focused solely on the      rates and CPM,                             Monitor performance of applications
  mobile space               Ad enablers can service all mobile        Generally offered free at the moment
                             advertising, or just websites,             Different focuses between companies (advertising,
                             applications or operators.                pure analytics, market research…)

                                                                                                                             24
The biggest ad networks
Money Flow




                          25
Current Structure of Ad Industry




  Brands
  and           Ad agencies                                Developers     Consumers
  advertisers                 Ad networks                  / Publishers
                                            Ad enablers




                                                 Lets focus on this
                                                                                      26
What do Brands / Marketers /
    Advertisers care about?
Demographic &
Local Targeted
   Reach



                             Syncs with
                            brand values




            User base
            threshold
           (active users)
The Opportunity Beckons….
Build a case for the Marketers.
Show them that we understand.
The Winning Formula for Monetization




           Analytics              Engagement




                       Experience &
                          Design
Analytics Tools
Analytical




                  32
Social / Engagement
Building Social / Engagement
Use social as a means to an end (engagement) and an end in itself
(revenue)
Mobile Internet
Mobile User Experience Design

                                                         Anxiety on information and applications

                                     Mobile Features                Pieces of time

                                                                Personalization features

                                                                Location Features(LBS)

                                                                  Contact interaction
Characteristics on mobile Internet   Devices Features
                                                               Multi-channel interaction

                                                                      Screen Size

                                                                      iPhone IOS

                                     Platform Features                 Android

                                                                         WM 7
Process of Design

                       Process
                      of Design




                      Experiences



         Principles                 Research
                                    Methods
Principles
                       Process
                      of Design




                      Experiences



                                    Research
         Principles
                                    Methods



                                               38
Principle 1: Interaction design is not guesswork


Get answers to all questions up front

   Who are my users?
   What are my users trying to accomplish?
   How do my users think about what they’re trying to accomplish?
   What kind of experiences do my users find appealing and rewarding?
   How should my product behave?
   What form should my product take?
   How will users interact with my product?
   How can my product’s functions be most effectively organized?
   How will my product introduce itself to first-time users?
   How can my product put an understandable, appealing, and controllable face on technology?
   How can my product deal with problems that users encounter?
   How will my product help infrequent and inexperienced users understand how to accomplish their
    goals?
   How can my product provide sufficient depth and power for expert users?




                                                                                                     39
Principle 2: DO NOT expect design’s to meet all users' needs


Focus on target users



      Rapid Release
                                                    Webzine




                                     Share button




                                                               40
Principle 3: Make the important important


Set priorities

1.   Conversation
2.   Friends
3.   Dynamic
4.   QQ box
5.   More




                                            41
Principle 3: DO NOT let users think.


Allow users to learn less




   Same Graphic Feature



                            Tips that are not disturbing.   More graphics and less text.



                                                                                           42
Principle 4: Keep it natural


Proper invisible design clues




     Scene simulation           Common icons


                                               43
Principle 5: Give them feedback - Interact


Give them feedback.




       Show actions                          Press Events


                                                            44
Research Methods
                         Process
                        of Design




                       Experiences



          Principles                 Research
                                     Methods



                                                45
Persona




   What different sorts of people might use this product?
   How might their needs and behaviors vary?
   What ranges of behavior and types of environments need
    to be explored?

 Experience goals, which are related to visceral processing:
  how a user wants to feel?
 End goals, which are related to behavior: what a user wants
  to do?
 Life goals, which are related to reflection: who a user wants
  to be?




                                                                  46
Persona Profile



   Name:
   Age:
   Job:
   Type: Share/Scan/…
   Patterns of behavior:
   Brief description:

   Experience Goal: Feel smart or in
    control/ Have fun/ Feel cool or hip or
    relaxed…
   End Goal: Stay connected with friends
    and family/Find music that I’ll love/Get
    the best deal
   Life Goal: Live the good life/Succeed in
    my ambitions to/ Be a connoisseur of …



                                               47
Scenario
   In what setting (s) will the product be used?
   Will it be used for extended amounts of time?
   Is the persona frequently interrupted?
   Are there multiple users on a single workstation or
    device?
   With what other products will it be used?
   What is the expected end result of using the product?




                                                            48
Task Analysis
   Why the user is performing the task (that is, the
    underlying goal)
   Frequency and importance of the task
   Cues — what initiates or prompts the execution
    of the task
   Dependencies — what must be in place to
    perform the task, as well as what is
   dependent on the completion of the task
   People who are involved and their roles and
    responsibilities
   Specific actions that are performed
   Decisions that are made
   Information that is used to support decisions
   What goes wrong — errors and exception
    cases
   How errors and exceptions are corrected

                                                        49
The Winning Formula for Monetization




           Analytics              Engagement




                       Experience &
                          Design
Take all your facts and insights…


                                           User base
                    Demographic            threshold
                     & Targeted
                   Analytics               Engagement
                                            (active
                       Reach
                                            users)




                               Sync with
                                 Brand
                                Values
                             Experience &
                                  Design



        … and advertisers will come start chasing
Panel Introductions




Donald Anderson   Marcus Sigurdsson        Nemo Sun      Aneesh Varma
Director of       Lead Digital Catalyst,   Director of   Director of
Marketing,        McCann Worldwide         Marketing,    Innovation
CNN - Turner                               3G.cn         & Co-Founder,
                                                         FabriQate
Live Jeopardy (with no real money)
  Platforms    Technologies       Localization   Advertising


                                     HKD 100       HKD 100
   HKD 100       HKD 100



   HKD 500
                 HKD 500             HKD 500       HKD 500




 Audience ?     Audience ?         Audience ?     HKD 1000



                      Let’s Make History
Platforms




  What does the Native vs HTML5
            debate mean to you?
Platforms




        What does location based
services / targeting mean for you?
Technologies




      What kind of “that” apps do you
believe would appeal in your context?
Technologies




  Would you consider a license / buy
   out deal of a technology if all your
  potential customer's were using it?
Localization




   How do you look and segment
  end-users from China and Hong
                          Kong?
Localization




            What does design & user
           experience mean for you?
Advertising




 What do you think about growing
  need for Analytics vs. Privacy?
Advertising




              Is advertising more about
               numbers than creativity?
Advertising


 If you are a brand advertising in a free app – isn’t this
                                             a paradox?

      Your goal is to get conversions / revenue / sales.
       Users using free apps are usually the “cheaper”
        ones and probably not likely to purchase your
                                              products.

                                 Is this true? Thoughts?
Audience ?
Let’s Make History
                        (open for Panel & Session Attendees)



 There is no name for “That” apps today.
‘Utility-with-Datafeed’… just doesn’t cut
                                       it.

    Lets define a name today that will be cited by
            our industry & generations to come…
Crowd Sourced Name Ideas

2. WowApps
8. Magic
It’s a Magic app
We are happy to talk more:
friends @ FabriQate.com

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FQ Mobile Asia Congress - App Bytes 2011 - Session Speech & Panel

  • 1. Monetizing “That” Apps Mobile Asia Congress 2011
  • 2.
  • 4. 5 Main Models Length of 1 5 Intensity of Usage Free Sales Usage 2 TRADEOFFS 4 Freemium Data 3 extensions Paid Volumes $
  • 5. Business Model #1: Free  Penetration: Largest % of apps in Stores  Typical Revenue Model: Advertising – Direct brand sponsorship, ad enablers, or ad networks  Example:
  • 6. Business Model #2: Freemium  Penetration: Fastest growing trend  Ideal Revenue Model: Revenue from upgrades  Examples:
  • 7. Business Model #3: Paid  Penetration: Small % of App Store Apps. Almost non-existent in “That” apps.  Ideal Revenue Model: Revenue from paid downloads – Higher value added apps have higher price points  Example:
  • 8. Business Model #4: Data Extensions  Definition: Apps that enhance an existing product or service. Usually “first gen” Brand apps.  Ideal Revenue Model: Loss leader, revenue generated elsewhere.  Example: 8
  • 9. Business Model #5: Sales  Definition: Apps through which you can buy a product or service  Ideal Revenue Model: Profits from sales or affiliate commission  Examples: 9
  • 10. Segmentation of App Types by Usage Moto Racer Facebook CNNGo Tune In Sudoku High FruitNinja Radio Intensity of Use IMDB Talking Tom Traffic Reporter My Notes Love Test Low Compass The Weather Channel iFart Local Gas Prices Low High Length of Use 10
  • 11. Focus on “That” Apps > 30% of Smartphone users have used “That” apps
  • 12. Focus on “That” Apps: 1+4 1 5 Free Sales 2 4 Freemium Data 3 extensions Paid
  • 14.
  • 15.
  • 16.
  • 17. Monetize “That” Apps through brands’ growing mobile marketing budgets
  • 18. 4 categories of monetization for free apps Ads Sponsors License Buy out Multi-platform ads Sections Whitelabel Hot IP Exclusive ads Monthly promos Powered apps Potential synergy Base Get some cash Substantial money to Most likely a tech monetization Requires be made if company buyer Starting point negotiation negotiated “now you are set” “basic earnings” “making a living” “minting it” Substantial monetization
  • 19. Ads Sponsors License Buy out The simplest game in the book… but try targeting  Ad enabler aggregates feeds from multiple ad networks or a single network in the case of the exclusive model  Earn revenue from CPMs (Impressions) and CPAs (Touch-thrus)  No threshold to start, can do from day 1  CPMs can be about $1-10 range  Specialist apps can get more – Targeting – Talk to ad networks – Push hard to get better rate
  • 20. Ads Sponsors License Buy out A bit of negotiation required… but better results  Developer has agreements directly with ad agency or brand to fully brand the app  Best if you have a strong business or personal network  Higher CPMs, better integration of branding and app  Only possible if you can showcase how your “That” app is the right fit for a brand
  • 21. Ads Sponsors License Buy out Power the apps that brands want  Be prepared to white label your tech or License it to a brand – Requires knowledge of licensing – Some negotiation  Brands are constantly on the look-out for hot tech that can add the “cool factor” to their apps
  • 22. Ads Sponsors License Buy out One-of-a-kind success story that no one can resist..  The dream case, where a larger company sees value in your IP to the extent that they can integrate it into their business  Might start off with a License deal at first that eventually leads to buy out  Does require you to constantly make noise and start approaching potential buyers
  • 23. Ads Sponsors License Buy out
  • 24. Current Structure of Ad Industry  Want to promote  Aggregate adverts from mobile products via mobile agencies advertising campaigns.  Either serves developers directly or  Size of budgets can passes on adverts to another Looking to grow the ecosystem by vary hugely. aggregator layer, the ad enablers building great products and make a living Brands and Ad agencies Developers Consumers advertisers Ad networks / Publishers Ad enablers Analytics  Agencies are hired Providers by advertisers to plan  Aggregate adverts from ad and create campaigns networks and feed them to  Some agencies developers to attempt to increase fill focused solely on the rates and CPM,  Monitor performance of applications mobile space Ad enablers can service all mobile  Generally offered free at the moment advertising, or just websites,  Different focuses between companies (advertising, applications or operators. pure analytics, market research…) 24
  • 25. The biggest ad networks Money Flow 25
  • 26. Current Structure of Ad Industry Brands and Ad agencies Developers Consumers advertisers Ad networks / Publishers Ad enablers Lets focus on this 26
  • 27. What do Brands / Marketers / Advertisers care about?
  • 28. Demographic & Local Targeted Reach Syncs with brand values User base threshold (active users)
  • 30. Build a case for the Marketers. Show them that we understand.
  • 31. The Winning Formula for Monetization Analytics Engagement Experience & Design
  • 33. Social / Engagement Building Social / Engagement Use social as a means to an end (engagement) and an end in itself (revenue)
  • 34. Mobile Internet Mobile User Experience Design Anxiety on information and applications Mobile Features Pieces of time Personalization features Location Features(LBS) Contact interaction Characteristics on mobile Internet Devices Features Multi-channel interaction Screen Size iPhone IOS Platform Features Android WM 7
  • 35. Process of Design Process of Design Experiences Principles Research Methods
  • 36.
  • 37.
  • 38. Principles Process of Design Experiences Research Principles Methods 38
  • 39. Principle 1: Interaction design is not guesswork Get answers to all questions up front  Who are my users?  What are my users trying to accomplish?  How do my users think about what they’re trying to accomplish?  What kind of experiences do my users find appealing and rewarding?  How should my product behave?  What form should my product take?  How will users interact with my product?  How can my product’s functions be most effectively organized?  How will my product introduce itself to first-time users?  How can my product put an understandable, appealing, and controllable face on technology?  How can my product deal with problems that users encounter?  How will my product help infrequent and inexperienced users understand how to accomplish their goals?  How can my product provide sufficient depth and power for expert users? 39
  • 40. Principle 2: DO NOT expect design’s to meet all users' needs Focus on target users Rapid Release Webzine Share button 40
  • 41. Principle 3: Make the important important Set priorities 1. Conversation 2. Friends 3. Dynamic 4. QQ box 5. More 41
  • 42. Principle 3: DO NOT let users think. Allow users to learn less Same Graphic Feature Tips that are not disturbing. More graphics and less text. 42
  • 43. Principle 4: Keep it natural Proper invisible design clues Scene simulation Common icons 43
  • 44. Principle 5: Give them feedback - Interact Give them feedback. Show actions Press Events 44
  • 45. Research Methods Process of Design Experiences Principles Research Methods 45
  • 46. Persona  What different sorts of people might use this product?  How might their needs and behaviors vary?  What ranges of behavior and types of environments need to be explored?  Experience goals, which are related to visceral processing: how a user wants to feel?  End goals, which are related to behavior: what a user wants to do?  Life goals, which are related to reflection: who a user wants to be? 46
  • 47. Persona Profile  Name:  Age:  Job:  Type: Share/Scan/…  Patterns of behavior:  Brief description:  Experience Goal: Feel smart or in control/ Have fun/ Feel cool or hip or relaxed…  End Goal: Stay connected with friends and family/Find music that I’ll love/Get the best deal  Life Goal: Live the good life/Succeed in my ambitions to/ Be a connoisseur of … 47
  • 48. Scenario  In what setting (s) will the product be used?  Will it be used for extended amounts of time?  Is the persona frequently interrupted?  Are there multiple users on a single workstation or device?  With what other products will it be used?  What is the expected end result of using the product? 48
  • 49. Task Analysis  Why the user is performing the task (that is, the underlying goal)  Frequency and importance of the task  Cues — what initiates or prompts the execution of the task  Dependencies — what must be in place to perform the task, as well as what is  dependent on the completion of the task  People who are involved and their roles and responsibilities  Specific actions that are performed  Decisions that are made  Information that is used to support decisions  What goes wrong — errors and exception cases  How errors and exceptions are corrected 49
  • 50. The Winning Formula for Monetization Analytics Engagement Experience & Design
  • 51. Take all your facts and insights… User base Demographic threshold & Targeted Analytics Engagement (active Reach users) Sync with Brand Values Experience & Design … and advertisers will come start chasing
  • 52. Panel Introductions Donald Anderson Marcus Sigurdsson Nemo Sun Aneesh Varma Director of Lead Digital Catalyst, Director of Director of Marketing, McCann Worldwide Marketing, Innovation CNN - Turner 3G.cn & Co-Founder, FabriQate
  • 53. Live Jeopardy (with no real money) Platforms Technologies Localization Advertising HKD 100 HKD 100 HKD 100 HKD 100 HKD 500 HKD 500 HKD 500 HKD 500 Audience ? Audience ? Audience ? HKD 1000 Let’s Make History
  • 54. Platforms What does the Native vs HTML5 debate mean to you?
  • 55. Platforms What does location based services / targeting mean for you?
  • 56. Technologies What kind of “that” apps do you believe would appeal in your context?
  • 57. Technologies Would you consider a license / buy out deal of a technology if all your potential customer's were using it?
  • 58. Localization How do you look and segment end-users from China and Hong Kong?
  • 59. Localization What does design & user experience mean for you?
  • 60. Advertising What do you think about growing need for Analytics vs. Privacy?
  • 61. Advertising Is advertising more about numbers than creativity?
  • 62. Advertising If you are a brand advertising in a free app – isn’t this a paradox? Your goal is to get conversions / revenue / sales. Users using free apps are usually the “cheaper” ones and probably not likely to purchase your products. Is this true? Thoughts?
  • 64. Let’s Make History (open for Panel & Session Attendees) There is no name for “That” apps today. ‘Utility-with-Datafeed’… just doesn’t cut it. Lets define a name today that will be cited by our industry & generations to come…
  • 65. Crowd Sourced Name Ideas 2. WowApps 8. Magic
  • 67. We are happy to talk more: friends @ FabriQate.com