Well, sort of. The sample size is quite small and it’s early days for this kind of study, but this article in the Economist is worth a read. The teens and twenty-somethings in the study all reported more negative feelings after they’d spent time on Facebook versus spending time with people in real life. I’m not sure that this is much of a surprise – especially for that age-group for whom it looks like everyone else is much cooler and having a much better time than you are. As you grow older, I think you probably grow out of that so I wonder what a similar study would reveal about older age-groups. Anyway, expect to see more of this sort of thing as the web matures.
I am Helen Keegan, a veteran of mobile marketing, advertising and media since 2000. This is my diary and musings about mobile since 2004. I am part consultant and part events organiser in London, Barcelona and beyond (Swedish Beers and Heroes of Mobile). I write here about mobile technology and media and other things I'm interested in like theatre, art, crafts, business and life.
Monday, September 02, 2013
Friday, August 30, 2013
12 top tips to create a great mobile app
I’m just having a read of app development firm, Apadmi’s first white paper. For anyone thinking of embarking on the app development journey, it’s well worth a read as it includes some very sensible advice. There’s also a useful section about finding the right team to work with and managing your code. It’s a free download http://www.apadmi.com/whitepapers/12-top-tips-to-create-a-great-mobile-app/
(Disclaimer, Apadmi is one of my regular Swedish Beers sponsors, but that’s not why I’m sharing this!)
Thursday, August 22, 2013
Three teenagers tell it like it is
Tim Green talks to teenagers three teenagers about their mobile lives. And very telling it is too. Admittedly, this is a sample group of three, but the swing from BlackBerry to iPhone is obvious in this peer group. I’m surprised at the lack of Android adoption but that’s possibly a fashion thing. And boys are living up to their gender stereotype by being more represented at the extreme end of the scale – either the best or the worst phone and not much in the middle.
One of them says "I'm not addicted to my phone, but I am addicted to my iPad. The school gave us all iPads, and all we ever use them for is Instagram and SnapChat and YouTube. Everyone's connected all the time. They must have thought it would help us with learning but it's completely backfired. They even tried to change us to a new Wi-Fi signal but we knew it would block off lots of content, so we all carried on using the old one."
Now there’s a lesson in there somewhere about mobile devices and education….
Read more here http://www.mobile-ent.biz/news/read/tim-green-only-boys-use-android/022209
Friday, August 09, 2013
txt a Monster 2 win! Another one from the archives
I still rate this campaign for its creative use of voice and SMS, especially as it is from 2002. At the time, it was only 12Snap who were running campaigns that combined IVR (Interactive Voice Response) with SMS (text messaging) from what I can remember.
It seems pertinent to share this one with you now as the new Monsters University film is out this summer – 11 years on from the original.
The mechanic of this campaign was pretty simply. You bought a packet of fries from McDonald’s. You opened the door to reveal a special phone number and code. Text the code message to the phone number given. You get a text message to say if you’ve won or lost. If you won, one of the Monsters called you back and screamed at you (which is in keeping with the original film).
This was the biggest mobile marketing campaign ever at that time and was printed on 13 million fry boxes. There was a tiered prize structure with all players being advised whether they had won or lost by text message. Premium winners also receive a “monster MobileCard” (this was using IVR – interactive voice response – and was the monster screaming at you). Intermediate prize winners get a mobile ringtone or logo (those were the days when you could offer these as a genuine prize to customers!). Non-prize-winners got a text message from a monster asking them to play again.
It was run via T-Mobile’s servers and they struggled under the volumes of messages coming through due to the popularity and large-scale of the sales promotion. At the time, McDonald’s was one of the brands pioneering mobile marketing.
The companion website can be seen here on web.archive.org
Thursday, August 08, 2013
Kenco Rappor–mobile marketing from the archives
Below you will find the front and back scan of a sales promotion leaflet that came with Kenco Rappor packs that were new to the market back in 2002. It tied in with the theme of the recent TV campaign that was used to launch the product the previous year. The innovative element of the product was about the new pack format on offer – the fact that the instant coffee granules were in stick format to offer a single serving and designed specifically to appeal to younger customers. More on that rationale about the campaign here. An example of one of the TV ads used can be seen here if you’re interested.
Anyway, it’s fair to say that mid-2002 is still very much early days for mobile marketing. Errors in execution were certainly made – even with the limitations of the time. For example, we already had shortcodes and the mechanic was a bit complicated and fairly meaningless if you hadn’t seen or remembered the TV advert. And the leaflet was folded really really small to fit in the tiny sample size packs they were giving out.
Feel free to discuss what you would do the same or differently.
You can see larger versions of these graphics on flickr in my mobile marketing set.
Wednesday, August 07, 2013
Lasso slippers: Kickstarter vs Indiegogo
I’ve just spotted these slippers. They’re fantastic. What a simple idea, very well executed. They also appeal to me as they’re made from felt which I enjoy making too and I know how lovely and comfortable they will be.
Interesting to see that this year, their Kickstarter campaign was a huge success raising more than 3 times the amount of money they were looking for. So why was it their Indiegogo campaign from last year was a bit of a disaster? Is it a timing issue? Not offering a wide-enough range of sizes initially? Or maybe Indiegogo just isn’t as good? Or maybe they had better visuals and copy the second time around? Or maybe someone just picked up on the Kickstarter campaign and that was the catalyst for success?
Thoughts?