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APPLICATION OVERVIEW
APPLICATION STORE RANK DATA
CUSTOMER ANALYSIS
OBJECTIVES
STRATEGY
VISION AND MISSION
MARKETING TRICKS
IMPLIMENTATION
* To serve our clients with quality and 100% authenticity.
* To establish Sectrowsoft as a best digital marketing solution
in india , USA and other countries.
* To give creative marketing solution with better efficiency
every time.
Aims to help people to be aware and avoid their life
threatening risk….
*
VER VIEW
COMPANY
Listen up: wearing headphones can
endanger life, study finds :
US research finds number of
pedestrians injured while wearing
headphones has tripled in six years
Walking with your head in the
clouds can be dangerous – but not
as perilous as listening to your
iPod. The number of people
suffering serious injury or death
while wearing headphones for
electrical devices such as MP3
players has tripled in six years,
according to a US study.
STUDY SHOWS
In compiling the study, experts studied data from 2004 to
2011. They found that 116 people in
the US wearing headphones had died or been seriously hurt
during that period. The number of
people who died or were injured leapt from 16 in 2004-05 to
47 in 2010-11.
Most victims were men (68%) and under the age of 30 (67%),
with about one in 10 of all cases
under the age of 18.
Of the accidents studied, 89% occurred in urban areas, and
more than half of the victims – 55% –
were struck by trains.
Here we Aims to
help people to
be aware and
avoid their life
threatening
risk…………………
WE PRESENTS……
SAFE AND
SOUND MEDIA PLAYER
*MEDIA GOES ON LIFE GOES ONNNN..*
THE WORLDS FIRST MEDIA APP
FOR PEDESTRIAN’S SAFER MEDIA
EXPERIENCES
USE THIS APP AS A DEFAULT MEDIA PLAYER FOR MUSIC AND VIDEOS
THE APP LOCATES YOUR POSITION THROUGH ITS BUILT IN MAPS
WHEN EVER YOU AREN’T ON THE STREET THERE WILL BE FULL
MEDIA EXPERIENCE ..
BUT WHEN U WALK NEAR THE STREET ,, SAFE AND SOUND MODE
IS ACTIVATED
AND AMBIENT SOUNDS ARE LET IN THROUGH MICRO PHONES ..
SO THER WILL BE MEDIA SOUND OF 60% AND AMBIENT SOUND
OF 40%
THIS ALLOW YOU TO HEAR AND BE AWARE OF EVERYTHING AROUND
YOU
WITH SPEED TRACKING FEATURE ,, SAFE AND SOUND MODE WILL NOT
BE ACTIVATED,,
LIKE YOU ARE IN CARS OR MASS TRANSIT
APPLICATIONS STORE RANK DATA
HERE IS THE
CUSTOMER ANALYSIS
Segmentation
5%
13%
16%
18%
24%
11%
13%
Prodigies
Tribals
Personals
Pragmatists
Browsers
Occasionals
Talkers
Prodigies
prodigies are constantly
connected and the first to
adopt new technology.
Tribals
hyper connected, are heavily
influenced by and strong
influencers of others through
social media.
Personals
mobile savvy consumers who
prefer direct messaging over
social media.
Pragmatists
pragmatists use their phones
primarily to stay on top of
work and home.
Target Market Characteristics
- Male and female
- Ages of 13 to 32.
- Media main music and videos are only their life.
- People who are walking by hearing to their music through ear phones ,
bluetooth ect..
- Tech savvy, interested in cultural icons such as musicians, and television
shows.
- Smart phones are a part of their daily lives.
Consumer Decision Process
Compare features of each application by looking from review,
advertisement, and word of mouth.
Search for other options on Applestore or Playstore
Need an app for the avoiding accident for the pedestrians
while listen to their media…
Problem
Recognition
Information
Search
Alternative
Evaluation
Elaborate information and consumers want to try the application.
Purchase
Decision
Make more friends on app, share with others, use games, etc,
continue to use if satisfied.
Purchase
Decision
Customer Analysis (CBBS)
• Consumers pay less attention to information but more on
peripheral cues.
• Consumers are interested in media icon such as songs, videos,
actress.
• Consumers consume media online.
• Television show is another channel that they consume.Exposure
Attention
Cognition
• Consumers develop attitude based on the app working and
peripheral cues.
Attitude
Customer Analysis (CBBS)
• Consumers download the application from Appstore or Play
store. For 30 days of trail version.
• Consumers make decision according to their friends, reviews and
influencers.
Decision
Trial
• Consumers who are satisfied will continue to use the application
by 3 marketing plans of safe and sound are
1. day to day purchase by 0.2 $ per day..
2. week to week purchase by 1.2 $ per week..
3. month to month purchase by 4$ per month..
Post-
Purchase
Laddering Technique
Music , videos , safe walk , reduce your volume in necessary
conditions.
Detecting your location , in built maps, enjoy tension less
media, reduce your ear plug volume and shows amident
volume. volume
Pleasure, , for safer life, self-esteem, community, a part of
user life.
Terminal Value
Functional Consequences
Concrete Features
Marketing Objectives
To increase customers base around 10 million.
To Become a top 20 apps on Appstore and Google Play)
Create brand equity
• Create brand awareness (safe and sound becomes a brand in consumers’
evoked sets)
• Consumers associate our app not just a media application, but also a lifestyle
brand that will take our customers to their place with out any accidents during
walk.
• Create brand loyalty - Consumers welcome new products from our app ,
Consumers have a sense of community, return for safer app to enjoy their life in
media world ….
1. MARKETING BEGINS WITH APP DEVELOPMENT.
Many app developers often develop first, advertise later. This is a pretty poor strategy, and is
part of the reason that so many apps have poor adoption
and retention rates in the Google App Store, for example; the death spiral for an app from app
store placement to a negative user acquisition
rate usually hovers around a week. To counteract this, it is important that marketing an app
begins early in the development phase. By creating
buzz around the app first, developers can begin to collect a database of users who will be
primed for the app early on (“early adopters”).
Inviting early interest around an app has a second advantage in that it also creates a nest of
beta users outside the development group, and more
specially one that is actually closer to the user base that a developer is aiming for. One way to
know what kind of market is at play here is to take
some time out for market research and determine the most successful players in a basic niche.
Look at what competitors do correctly, and take some
time to read both positive and negative user feedback in their respective comments. By doing
basic market research, developers can prepare themselves to differentiate within a specific
market niche and build interest in what makes a specific app different before it is even
released. By not doing this, developers run the risk of not successfully differentiating
themselves. Finally, it’s important to take to as many channels as possible where interest in a
specific app might and overlap and create engagement to begin
building a tester community
2. ENGAGE EARLY TO CREATE A SUCCESSFUL FEEDBACK LOOP.
Once interest has been established and customers involved, the next step is to externally
continue marketing the app while internally paying attention to what customers are saying
about it. There are a number of different beta testing opportunities and applications
available, which can then be used to create beta tester communities with as little as an email
list. By creating a base of early adopters primed for beta testing, the app has its first
experimental base that can be used to perfect the app when it is finally ready for release into
the wild.
3. DON’T FORGET TRADITIONAL MARKETING CHANNELS SUCH AS
EMAIL.
While focusing solely on the user base is important, it’s just as important not to neglect
channels such as email in dealing with new acquisitions and
beta testers. Email, for example, helps prepare clients for an app launch in a number of ways.
- Emails can be spread. Emails remain one of the most straightforward ways to get
information out to others, and this is even true with app
updates.
- Emails are very trackable: with email reporting programs and metrics such as bounce rate,
marketers can get a very good idea of what works and
what doesn’t with an app well in advance of its release.
4. THE APP IS THE EVENT.
In the end, it is the formal release of an app that will make all the difference in how it
gets adopted by the masses. This is also where a developer can unleash an army of
devoted beta testers who love the app upon the world. Done correctly, the formal
release will reveal to the mobile community
what a select group of users have already known, loved and helped build. In short,
the app is the last step to any initial marketing effort.
The untested user market at app launch is very different from the user market when
there is a pre-launch community. Those engaged users will become the first official
downloaders of the new app (whether paid or free) and therefore will become the
base of a developer’s initial download community. Because they have already tested
the app, used it, commented on it and more, that sense of investment will translate
into more loyal users. After that, the app has a base of public users, who can also
provide feedback and develop interest among users who have never heard of the app
before.
5. FOLLOW UP : KEEP ENGAGED THROUGH FEEDBACK AND USE TOOLS
LIKE PUSH NOTIFICATIONS WISELY.
Finally, it is of the utmost importance once an app is developed to not alienate users.
There are a few ways that this can happen, but the two most
common ways are failing to follow through with feedback and overuse of contact
tools such as push notifications.
Feedback is an important part of community acquisition and retention as well as a
way to determine where an app might be lacking. While it is
impossible to create an app that makes everyone happy, it is possible to make a
change when noticing that there are potentially problematic
common threads. In this case, where possible, it is best to respond to the client so
that they don’t feel left out and take note of their concern. Obviously,
not every change can be made to an app immediately, but a few complaints about
the same thing might mean that there are other clients
who are uninterested in complaining-- and will just uninstall the app from their
device.
safe and sound
we are waiting to send
you safely
Safe and sound
Grab the 3 major plans by just
installing
Safe and sound
Hope u feel safe
your walk today
These are some of our on app
implementation
But our off line implementation are such
as… Billboards
Adverting in radios
Tv s and colleges
Sponsoring for the colle
MEDIA GOES ON LIFE GOES ONNN.....
VISION AND MISSION
APPLICATION OVERVIEW
APPLICATION STORE RANK DATA
CUSTOMER ANALYSIS
OBJECTIVES
STRATEGY
MARKETING TRICKS
IMPLIMENTATION
SUMMARY
CREATED BY :
K.HARSHA VARDHANA
ELECTRICAL DEPARTMENT
N I T JAMSHEDPUR.
UNDER :
PROF. SAMEER MATHUR
IIM LUCKNOW
DISCLAIMER
WELL
THAT’S ALL FOLKS
THANKS FOR
WATCHING

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Safe and sound app - idea and marketing plan

  • 1.
  • 2. APPLICATION OVERVIEW APPLICATION STORE RANK DATA CUSTOMER ANALYSIS OBJECTIVES STRATEGY VISION AND MISSION MARKETING TRICKS IMPLIMENTATION
  • 3.
  • 4. * To serve our clients with quality and 100% authenticity. * To establish Sectrowsoft as a best digital marketing solution in india , USA and other countries. * To give creative marketing solution with better efficiency every time. Aims to help people to be aware and avoid their life threatening risk…. *
  • 6. Listen up: wearing headphones can endanger life, study finds : US research finds number of pedestrians injured while wearing headphones has tripled in six years Walking with your head in the clouds can be dangerous – but not as perilous as listening to your iPod. The number of people suffering serious injury or death while wearing headphones for electrical devices such as MP3 players has tripled in six years, according to a US study. STUDY SHOWS
  • 7. In compiling the study, experts studied data from 2004 to 2011. They found that 116 people in the US wearing headphones had died or been seriously hurt during that period. The number of people who died or were injured leapt from 16 in 2004-05 to 47 in 2010-11. Most victims were men (68%) and under the age of 30 (67%), with about one in 10 of all cases under the age of 18. Of the accidents studied, 89% occurred in urban areas, and more than half of the victims – 55% – were struck by trains.
  • 8. Here we Aims to help people to be aware and avoid their life threatening risk…………………
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  • 11. WE PRESENTS…… SAFE AND SOUND MEDIA PLAYER *MEDIA GOES ON LIFE GOES ONNNN..*
  • 12. THE WORLDS FIRST MEDIA APP FOR PEDESTRIAN’S SAFER MEDIA EXPERIENCES
  • 13. USE THIS APP AS A DEFAULT MEDIA PLAYER FOR MUSIC AND VIDEOS THE APP LOCATES YOUR POSITION THROUGH ITS BUILT IN MAPS WHEN EVER YOU AREN’T ON THE STREET THERE WILL BE FULL MEDIA EXPERIENCE .. BUT WHEN U WALK NEAR THE STREET ,, SAFE AND SOUND MODE IS ACTIVATED AND AMBIENT SOUNDS ARE LET IN THROUGH MICRO PHONES .. SO THER WILL BE MEDIA SOUND OF 60% AND AMBIENT SOUND OF 40% THIS ALLOW YOU TO HEAR AND BE AWARE OF EVERYTHING AROUND YOU WITH SPEED TRACKING FEATURE ,, SAFE AND SOUND MODE WILL NOT BE ACTIVATED,, LIKE YOU ARE IN CARS OR MASS TRANSIT
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  • 25. Segmentation 5% 13% 16% 18% 24% 11% 13% Prodigies Tribals Personals Pragmatists Browsers Occasionals Talkers Prodigies prodigies are constantly connected and the first to adopt new technology. Tribals hyper connected, are heavily influenced by and strong influencers of others through social media. Personals mobile savvy consumers who prefer direct messaging over social media. Pragmatists pragmatists use their phones primarily to stay on top of work and home.
  • 26. Target Market Characteristics - Male and female - Ages of 13 to 32. - Media main music and videos are only their life. - People who are walking by hearing to their music through ear phones , bluetooth ect.. - Tech savvy, interested in cultural icons such as musicians, and television shows. - Smart phones are a part of their daily lives.
  • 27. Consumer Decision Process Compare features of each application by looking from review, advertisement, and word of mouth. Search for other options on Applestore or Playstore Need an app for the avoiding accident for the pedestrians while listen to their media… Problem Recognition Information Search Alternative Evaluation Elaborate information and consumers want to try the application. Purchase Decision Make more friends on app, share with others, use games, etc, continue to use if satisfied. Purchase Decision
  • 28. Customer Analysis (CBBS) • Consumers pay less attention to information but more on peripheral cues. • Consumers are interested in media icon such as songs, videos, actress. • Consumers consume media online. • Television show is another channel that they consume.Exposure Attention Cognition • Consumers develop attitude based on the app working and peripheral cues. Attitude
  • 29. Customer Analysis (CBBS) • Consumers download the application from Appstore or Play store. For 30 days of trail version. • Consumers make decision according to their friends, reviews and influencers. Decision Trial • Consumers who are satisfied will continue to use the application by 3 marketing plans of safe and sound are 1. day to day purchase by 0.2 $ per day.. 2. week to week purchase by 1.2 $ per week.. 3. month to month purchase by 4$ per month.. Post- Purchase
  • 30. Laddering Technique Music , videos , safe walk , reduce your volume in necessary conditions. Detecting your location , in built maps, enjoy tension less media, reduce your ear plug volume and shows amident volume. volume Pleasure, , for safer life, self-esteem, community, a part of user life. Terminal Value Functional Consequences Concrete Features
  • 31.
  • 32. Marketing Objectives To increase customers base around 10 million. To Become a top 20 apps on Appstore and Google Play) Create brand equity • Create brand awareness (safe and sound becomes a brand in consumers’ evoked sets) • Consumers associate our app not just a media application, but also a lifestyle brand that will take our customers to their place with out any accidents during walk. • Create brand loyalty - Consumers welcome new products from our app , Consumers have a sense of community, return for safer app to enjoy their life in media world ….
  • 33.
  • 34. 1. MARKETING BEGINS WITH APP DEVELOPMENT. Many app developers often develop first, advertise later. This is a pretty poor strategy, and is part of the reason that so many apps have poor adoption and retention rates in the Google App Store, for example; the death spiral for an app from app store placement to a negative user acquisition rate usually hovers around a week. To counteract this, it is important that marketing an app begins early in the development phase. By creating buzz around the app first, developers can begin to collect a database of users who will be primed for the app early on (“early adopters”). Inviting early interest around an app has a second advantage in that it also creates a nest of beta users outside the development group, and more specially one that is actually closer to the user base that a developer is aiming for. One way to know what kind of market is at play here is to take some time out for market research and determine the most successful players in a basic niche. Look at what competitors do correctly, and take some time to read both positive and negative user feedback in their respective comments. By doing basic market research, developers can prepare themselves to differentiate within a specific market niche and build interest in what makes a specific app different before it is even released. By not doing this, developers run the risk of not successfully differentiating themselves. Finally, it’s important to take to as many channels as possible where interest in a specific app might and overlap and create engagement to begin building a tester community
  • 35. 2. ENGAGE EARLY TO CREATE A SUCCESSFUL FEEDBACK LOOP. Once interest has been established and customers involved, the next step is to externally continue marketing the app while internally paying attention to what customers are saying about it. There are a number of different beta testing opportunities and applications available, which can then be used to create beta tester communities with as little as an email list. By creating a base of early adopters primed for beta testing, the app has its first experimental base that can be used to perfect the app when it is finally ready for release into the wild. 3. DON’T FORGET TRADITIONAL MARKETING CHANNELS SUCH AS EMAIL. While focusing solely on the user base is important, it’s just as important not to neglect channels such as email in dealing with new acquisitions and beta testers. Email, for example, helps prepare clients for an app launch in a number of ways. - Emails can be spread. Emails remain one of the most straightforward ways to get information out to others, and this is even true with app updates. - Emails are very trackable: with email reporting programs and metrics such as bounce rate, marketers can get a very good idea of what works and what doesn’t with an app well in advance of its release.
  • 36. 4. THE APP IS THE EVENT. In the end, it is the formal release of an app that will make all the difference in how it gets adopted by the masses. This is also where a developer can unleash an army of devoted beta testers who love the app upon the world. Done correctly, the formal release will reveal to the mobile community what a select group of users have already known, loved and helped build. In short, the app is the last step to any initial marketing effort. The untested user market at app launch is very different from the user market when there is a pre-launch community. Those engaged users will become the first official downloaders of the new app (whether paid or free) and therefore will become the base of a developer’s initial download community. Because they have already tested the app, used it, commented on it and more, that sense of investment will translate into more loyal users. After that, the app has a base of public users, who can also provide feedback and develop interest among users who have never heard of the app before.
  • 37. 5. FOLLOW UP : KEEP ENGAGED THROUGH FEEDBACK AND USE TOOLS LIKE PUSH NOTIFICATIONS WISELY. Finally, it is of the utmost importance once an app is developed to not alienate users. There are a few ways that this can happen, but the two most common ways are failing to follow through with feedback and overuse of contact tools such as push notifications. Feedback is an important part of community acquisition and retention as well as a way to determine where an app might be lacking. While it is impossible to create an app that makes everyone happy, it is possible to make a change when noticing that there are potentially problematic common threads. In this case, where possible, it is best to respond to the client so that they don’t feel left out and take note of their concern. Obviously, not every change can be made to an app immediately, but a few complaints about the same thing might mean that there are other clients who are uninterested in complaining-- and will just uninstall the app from their device.
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  • 42. safe and sound we are waiting to send you safely
  • 43.
  • 44. Safe and sound Grab the 3 major plans by just installing
  • 45.
  • 46. Safe and sound Hope u feel safe your walk today
  • 47. These are some of our on app implementation But our off line implementation are such as… Billboards Adverting in radios Tv s and colleges Sponsoring for the colle
  • 48. MEDIA GOES ON LIFE GOES ONNN.....
  • 49. VISION AND MISSION APPLICATION OVERVIEW APPLICATION STORE RANK DATA CUSTOMER ANALYSIS OBJECTIVES STRATEGY MARKETING TRICKS IMPLIMENTATION SUMMARY
  • 50. CREATED BY : K.HARSHA VARDHANA ELECTRICAL DEPARTMENT N I T JAMSHEDPUR. UNDER : PROF. SAMEER MATHUR IIM LUCKNOW DISCLAIMER