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MoMo London – 23rd May – Mobile Academy Launch Night

We are very pleased to announce the arrival of The Mobile Academy

Are you are a company that needs to get deeper into mobile? A developer or designer who wants to learn new skills? An entrepreneur wanting to launch into mobile? Maybe you are on the business side and want to learn more about mobile technology and design?

UCL Advances and Mobile Monday London bring you a unique and practical programme centred around the business, design and technological aspects of successful mobile innovation.

The next programme runs from June to October (with a break in August) on most Tuesday to Thursday evenings and costs only £300. Hear more about the innovative format, syllabus, success stories from the pilot courses; and get the opportunity to talk to organisers, our industry tutors and mentors.

Wednesday 23rd May 2012 6.30 pm for a 7.00pm start, close at 9.00pm.

Free to attend, registration required.

Room 110, UCL Roberts Engineering Building, WC1E 7JE

Finding us: The Roberts Engineering is opposite Waterstones on Torrington Place.  Entrance to building on Malet Place. Nearest stations: Euston Square, Euston, Goodge Street and Warren Street.

MoMo London Demo Night Event Round Up

In partnership with ICT KTN, Demo Night made its return on the 2nd April ... to yet another packed house.

We're very grateful to all the demoers who presented their interesting ideas, and we're only sorry that we had to turn down so many others. Thanks also to the many attendees who gave feedback on the event, by all accounts it was enjoyable! And now on to our Valentina Ciolino (@MissFog) who tells us more about the serious side of the event.


Did you miss April’s MobileMonday London demo night? Too bad - more than a show and tell, more than apitching event, it’s where the audience discovers what’s cool in the mobile industry. The format is simple: entrepreneursand others show their work or pitch their idea in three minutes, get asked questions by their peers, find partners and most importantly, realize what tochange, tune or improve in their project!

In fact choosing between tons ofsubmissions is very difficult, so there’s a good chance of a “second round”later this year … not to mention that things will have moved on by then, therewill be more new ideas and you still have a chance to be on stage with yourdemo.

In the meanwhile, I can safelysay that the trend this time was “social and local on mobile”.


For example, if you are 60+ years old, youmay want to login on to Go-myLife. Launched out of aEuropean action research project, it is an online social networking platform, witha focus on privacy and usability, tailor-made for older people. It will work oncomputers, but it will be particularly easy to use on smartphones. People cansign up and try the prototype service on gomylife.euor check the official Facebook page;the testing just started in UK and Poland.

Sooqini is areverse mobile marketplace - the buyer (not the seller, hence"reverse") posts a request for goods, services or information, ontheir phone or the web, and multiple sellers bid for it. A map displaysrequests in your area, or one can search per category or price. PayPal or bankpayments are supported and there’s a small fee on each transaction. 2500+people are already using it.

Or, if you are into writing (and reading),you can visit Movellas, a new, social, community platform for creating,discovering and developing stories whilst identifying talented authors. Youngadult authors can share their work, get feedback and become read by thousandsof readers from all over the world. It’s free right now (in the future, theywill ask for a 70-30 split on incomes), and it has already reached 200k+comments from the launch.

KO-SU is an innovative mobilelearning platform open to everyone who wants to teach and learn via mobiledevices. It allows subscribers to create interactive activities optimised for the mobilescreen. Activities are created from templates that support text, images, audio,videos, multiple choice, free text questions and even drawing tasks. The onlything user won’t ever be able to do is to print on paper, as KO-SU was alsocreated with the intent to avoid waste and save trees.

In the same way that Social speaksto e-commerce, Mobilespeaks to location-based services, and the companies at the Demo Night had somegood ideas about that.

LocalSocial,by Rococo Software, is a retail engagement platform that makes it easy formerchants to create offers, loyalty points and more that only unlock in-store.The service uses NFC, Wi-Fi and Bluetooth as "beacons" to support andtrigger retail interactions. You could watch their demo videoor try it yourself: a trial was just launched in Dublin- and the UKwill be next. The team is currently actively looking for partners andinvestors. One can reach them on twitteror at their blog.

For travelers, Pearson presented LangAR, a location-based, Augmented Reality talking phrasebook forEnglish speakers that suggests nearby points of interest and providescontextual phrases (written & audio) in Spanish that a tourist will need toknow to get by when travelling abroad. The prototype currently runs on Androidand iOS and combines language learning, location-based services and AugmentedReality into one useful and fun application which is a first to my knowledge.

But it’s not all about social and local. Wewere introduced to many different ideas based on new technologies.

Tone Push is the prototype for anapp that allows you to set your ringtone on someone else's phone.  There's a one off download and once the appis installed onto your device, then you can upload MP3’s directly from anybrowser (no Wi-Fi or USB cable required) … or, for a bit of fun, you can uploadto your friends phone as your ringtone. Whilecopyrights issues will be avoided by “passing” them to users, money will bemade by licensing and/or selling original ringtones or with a subscriptionsystem. A public alpha is available, and if you’re interested enough in theproject, you shall contact Richard he needs a co-founder to join in!


And if are not into ringtones, but likevideos, Six3 Video Messenger lets people sendeach other short, private video messages using smartphones, PCs, tablets andother connected devices. The video streaming is especially speed-optimized, butvideo messages can also be sent via e-mail. You can watch a video (of course!) of the product.

D-touch markers are visual markerswhich are easy to design and user friendly. While it was already an open-sourceproject for PC, Intellidzine hasdeveloped the D-touch mobile library for Android. Simple images can triggerlinks, videos, software and pictures, just like the one of Jo Rabin at theside. Better than QR codes! This library is useful to create mixed reality applications;it is free and available on github. Volunteersneeded for porting to iOS.


Or if you need secrecy for your personalmessages, why don’t you encrypt them? Enigma simulator is a simulator ofthe WWII Enigma machine for Android, intended to raise funds for the BletchleyPark Trust. Private messages can be sent via the app, and 1200+ people arealready using it.


Lastbut by no means least, Dan Lane has come up with ImpossibleTelecom, a new MVNO based on the values of innovation, customer serviceand transparency. Dan’s taking the extraordinary step of offering things thatcustomers might want, for example the possibility of sharing the same number ondifferent devices, using two different numbers on the same SIM card, andsharing the same bundles (for text, voice, data), between different numbers. Thenetwork won’t be the cheapest one, but wants to be the most innovative. You can sign up to be an alpha tester.

Many companies who have demoed inthe past at MoMoLondon have gone on to widespreadrecognition and increasing success, so good luck to all these people for theirprojects, I hope that being at Mobile Monday will be the first step on asuccessful journey for them too!


And we'll be featuring some of those journeys in future demo nights ... thanks to Terence Eden for giving us an impromptu update on the QRpedia journey since presented at the April 2011 Demo Night - it's going places!

MoMo London – 19th March – Post Event Round Up

MoMoLo volunteer Valentina Ciolino (@MissFog) has written up the proceedings from Monday 19th March - also do be sure to check out the interesting posts from MoMoLo regulars Simon Judge and Adam Cohen-Rose.

With many thanks once again to our sponsors - Barnes and Noble.

Over to Valentina:



We said goodbye to the winter and greeted the spring with an amazingly crowded Mobile Monday event: “Tablets Come of Age”.  

A wide range of viewpoints on the panel offered us a range of perspectives on the current state and possible future of tablets: journalist Stuart Dredge, mobile product manager Hesham Al-Jehani from ComScore, the creative director Ben Scott Robinson from WeLoveMobile (pictured), Claudia Romanini from Barnes & Noble's Nook Developer, providing the point of view of an hardware-selling and app-store-managing company, and finally the panel chair: Marek Pawlowski from MEX, the well-known user experience conference and consultancy.

And tablet user experience was indeed one of the main topics for the evening, the others being the user demographic, tablet usage and the infamous in-bed horizontal position. Not joking.

So how many types of tablets are there on the market? We can at least divide them into reader’s tablets, which includes both the e-ink devices and their little colour-touch-screen brothers from Nook, Amazon, Sony, and multi-purpose tablets, such as the ones powered by Apple, Android, RIM and Windows OSs. They have different uses and purchasing reasons: the reader’s tablets focus on the best reading and book purchasing experience, and appeal to not necessarily tech-savvy people (Nook’s target are mainly women 25 to 45 years old); the Apple iPad, Samsung Galaxy and RIM PlayBook fight for the same market as the smartphones, laptops and hi-tech gadgets.

Both Marek and Claudia offered us an overview of the market: Apple sold 40m iPads in 2011 in US, an amazing number of users that took smartphones 7 long years to reach. And while iPad now hold on 70% of the tablets market worldwide, its share will shrink within 2013-2014, giving space to the other brands. Nook is already the second best-selling tablet in US, and as for the others readers tablets, people buy it to read and buy books and then discover other functions and apps and games, and start buying them too. 

The forecast is that the devices sales will increase more, tapping into the PC sales. People who today have a PC but use it only for content consumption and maybe sending a couple of e-mail will soon buy a tablet instead. The business opportunity here is clear: tablets will become a mass-market product soon and good apps and content are required!

But software houses can’t make the mistake of just porting their smartphone or web apps to tablets without customizing them. In fact, there are some peculiar use-cases for tablet apps that sounded very interesting, and each of our panelists explained one. 

Ben told us about his 70 year old mum, who immediately understood how to open and use tablet applications, while she refuses to try the same with smartphones due to their small screens. Elders can approach tablets as a tool to read books and then maybe use them for some of their health-related applications (especially when you can plug other simple medical tools and send the results to your GP). Icons are big and the interface can be very clear and user friendly.

Claudia and Hesham reported about their families sharing time on tablets; use them to read tales and novels or to watch cartoons and videos and your children will be with you to enjoy the experience. Claudia’s 7 years old daughter taught herself to read with the help of a tablet used to register her voice and listen herself again, while Hasham’s 18 month old toddler prefers tablet time to TV.  And Stuart pointed out that his kids play with tablet apps in the same creative way as they do with Play-Doh, sometimes asking for help and proudly showing the results to their parents. 

Stuart’s wife also involved him in some collaborative shopping, from easy Christmas gift orders, to the potentially much more expensive selection of houses. Some ecommerce companies and brands are in fact already working on tablet-compatible versions of their Web sites, as well as video distributors, magazines and newspapers or TV firms such as Sky; while other companies are also going the other way, like the publisher Penguin which, as Marek reported, bought the rights to create a paper version of the Whale Trail app from UsTwo.

Will the entertainment industry be affected by tablets rise? The panel agrees that’s not the case. Some companies are even using tablets as sales tools (like Netflix increasing its use-base via iPad), and newspapers and magazines especially, noted Claudia, can play with the tablet features and create customized content for subscribers, where every article and picture is animated or triggers a video.

Tablets are perfect for entertainment and work well with TV, making advertisers very happy. In fact, Ben stated that TV and tablets are complementary just like web and radio, and Marek confirmed that 30% of tablet usage is in front of TV. 

Tablets are an interesting kind of portable device - despite being not heavy and not that big (so truly portable), they mostly stay at home, their mobility being limited to being taken from one room to another. This is confirmed, as Hesham noted, by stats showing that 92% of usage is over wi-fi (in the US) and content consumption happens while sitting at one location. 

21% of US tablets owners use them in bed and the above-mentioned horizontal position (which Hesham noted he has personally tried many times) is one of the most common for tablet use. It’s a market of couch potatoes and lazy night owls.

While during the day people use their PC and in the morning the check mails on their mobiles, the traffic peak for tablets is between 9pm and 11pm. People use tablets to browse the web, read books, check a recipe while cooking, watch movies and videos and play games. And there’s even an artist that uses his tablet to paint some digital drawings with his fingers.

Apart from that case, though, the content production on tablets is quite difficult due to the absence of a keyboard and that’s why they still struggle a little to enter the enterprise world. Tablets today are not very good for writing and not good enough to type, despite some good external keyboards on the market and some software to improve the use of the digital keyboards. The stylus seems to be making a come-back in this area – Marek noted that this was the accessory-du-jour at the year’s MWC, though he also noted that a stylus works better on old-fashioned resistive touch screen technology rather than today’s capacitive touch screens.

So what’s in the future of tablets then? The panel had a round of telling us what they would like to see on the future devices: some tactile experiences, easier connectivity with other devices or with PC, more focus on good and customized content, maybe a new generation of tablet apps that don’t mimic the user interface of other devices. Hopefully that will be happen soon!


Thanks Valentina and I'm so glad that Stuart got in that point about hating skeuomorphism, right at the end there!

MoMo London – April 2nd – Demo Night Returns

Mobile Monday London in partnership with ICT KTN is pleased to announce the triumphant return of Demo Night! It will be on 2nd April.

We are looking for the best and brightest examples of of mobile concepts, products and services to present to an even-bigger-than-usual audience.

You don’t have to have a live product, you don’t have to be a start-up and you don’t have to be based in London to apply!

There are no prizes but previous entrants have subsequently gone on to do great things … win fabulous prizes and more … at last April’s Demo Night, for example, we featured:

* Stuart with Mindings which went on to be a winner at the Cambridge Wireless Discovering Start-Ups 2011 competition, and is now about to launch,

* Terence with QRPedia, has been chosen as one of the four most innovative mobile companies in the UK of 2011 in the SmartUK Awards to compete in the finals at MWC Barcelona,

* Richard with Parcel Genie which won 2nd Prize at the Vodafone Clicks 2011 Finals,

* Swiftkey has been nominated for a GSMA Global Mobile Award in the “Most Innovative Mobile App” category also at this year’s Mobile World Congress.

… not that we are claiming credit for their work, of course – and nor can we guarantee every entrant fame and instant riches, sadly.

CBI Conference Centre, Centre Point
Centre Point Tower
103 New Oxford Street, London
Monday, 2 April 2012 from 18:00 to 21:30

Each demo will be 3 minutes long, followed by 2 minutes of questions from the room. We are ruthless about the timings.

Please express your interest in appearing by filling in this form. Entry will remain open until March 23rd and we will let know those chosen to demo as soon as we can. As usual attendance at the Mobile Monday London demo night is free. Your details will be shared with event partners ICT KTN.

MoMo London – 19th March – Tablets Come of Age


A year ago, more or less, our event on tablets looked forward to emerging trends and exciting possibilities. Here we are a year later, and with many thanks to our kind sponsors Barnes and Noble we get the opportunity to look back on what was thought to be coming then and see what's coming next. Not only that, but there will be a NOOK developer workshop in the late afternoon, before the evening event - see below for details.


It's a timely moment to look at the market given Wednesday's much heralded "expected announcement" and the recent triumph of Morris Lessmore at the Oscars. With 73 million tablet devices sold in 2011, this means that tablets accounted for around 25% of mobile PC shipments last year. Although this was still still dominated by iPad a lot of the excitement and commentary seem to be around the Kindle and the Nook - combining as they do a content ecosystem with the delivery of that content.

So our focus for the evening will be to ask what kinds of content are especially suitable for the tablet format - are we really seeing a significant emergence of tablet only content?  For a start the tablet offers the opportunity for multi-person interaction in a way that a mobile phone doesn't.  What are the other distinguishing properties? With all kinds of applications and all kinds of interaction possibilities, what is the right mix for any particular content type? What kinds of skills are needed for content creation?

And talking of content creation, last year we talked about using the tablet as a platform for content creation in its own right - where has that story got to today? It's said that there's a female skew in tablet app purchase and in follow-on sales - is this right, what are the demographics?

The ever important question, of course, is who is making money out of this and who will make money going forward? App creators have been known to express some scepticism about how satisfactory the returns are. Is this like mobile phone apps with only very small numbers of developers making a viable return? Check out the NOOK Developer Workshop announcement below for some apparently quite compelling figures. But let's find out, in short, how much money is there to be made?

To help us make sense of all this, Marek Pawlowski will chair the panel. Marek is extremely well known for the highly regarded and thought provoking MEX mobile user experience series of conferences and his mobile industry consultancy.

Joining Marek on the panel will be:

Claudia Romanini - Director Developer Relations, Barnes and Noble
Ben Scott Robinson - Creative Director, We Love Mobile
Other panellists to be confirmed shortly

NOOK Developer Workshop

Developers, remember, Barnes and Noble would like to tell you about developing for the Nook platform at the workshop that will precede the evening event.  Here's what they say about it:

Join NOOK Developer for a workshop on NOOK Apps.  We will deep dive into all the technical aspects to help you distribute your apps on NOOK tablets and cover the entire development process -- from app creation to app submission.  Learn how to quickly monetize your business in a storefront where, in the US, top-selling apps gross more than $100,000 in the first 30 days of sale.

AGENDA

Nook Developer Workshop

4.00 pm Nook Developer Workshop Arrival / Registration
4.30 pm Workshop Starts
5.30 pm Workshop Breaks for Tea / Coffee

Tablets Come of Age

6.00 pm Panel Session Guests Arrival / Registration
6.30 pm Session Starts
8.00 pm Networking
9.30 pm Close

VENUE

As usual the venue is CBI Conference Centre at Centre Point. Please use the entrance at street level. Nearest tube is Tottenham Court Road on the Central Line and Northern Line.

The event is free to attend, RSVP is required for both the workshop and the evening event separately at http://momolondon-2012-03-19-mw.eventbrite.com

MoMo London – 13th Feb. Round Up – Data Driven Mobile Apps

Many thanks once again to MoMoLo volunteer Valentina Ciolino @MissFog for her write up of last Monday's event. Thanks also to @GemmaPhelan for her video (below) and to @Thayer (for all her help and the photo below).

Check out the additional posts by Simon Judge and Adam Cohen-Rose.

We're extremely grateful to Kasabi http://www.kasabi.com for sponsoring this event!



Iconfess I did not know what to expect to hear from the panel lastMonday, since the topic of the event was a little confusing to me:what’s the story with “data-driven mobile apps”? Well, I cansay I learnt something.

#momolo data driven apps panel chilling before the gig by Thayer18, on Flickr
Onthe stage, to share their knowledge with me and the rest of theaudience, we had (L to R in the above Photo): Matt Biddulphas panel moderator, Ian Holt,to bring the data provider point of view, HannaDonovan,  LeghDodds from Kasabi and JeniTennison, as unofficial voice of the government.

Heresome of the interesting issues that they discussed.

Adefinition of “Data-Driven App”

Everypanelist had his/her own definition for a data-driven app, which isfunny you think about it, but makes sense as well. Hanna was the moreexcited about these kind of apps as “they give keys to theuniverse”, making things easy and helping to sort the confusion ofhaving no information about a topic, or too much information. Soundstoo much like the definition of just a good interface? Yes, saidLeigh, and since every application makes use of data in one way oranother, he noted, the archetypical data-driven app “must providean insight on data”, that is helping the users to understand moreabout the data themselves. Matt also pointed out that “proper”data-driven apps get better the more data they receive. Especiallyfor user-generated data, they can drive the addition of new features.

Theproblem of “API-vomit”

Theinteresting term was coined by Hanna and immediately adopted by boththe panel and the audience. What is it about? Well, developersproducing data-driven apps tend to put a huge amount of data on theirapplications, without first thinking of use-cases and thus making theinterface confusing and difficult to understand. An app where dataisn’t presented in a consumable way suffers from the “API –vomit” problem. The panel agreed that developers need to work withUI and UX designers, and sometimes with marketing people too, tofigure out what’s the right approach to filter the information.Companies who provide APIs to developers could help them by givingfeedback and working together to identify the use cases.

APIas censorship tool?

Sometimesthe data providers themselves try to define the use cases and, tomake their API easier to use – and to help developers - restricttheir data to those cases. A wise voice from the audience pointed outthat the governments especially shouldn’t have to assume what datare-use is needed, to avoid the risk of their API becoming a tool forcensorship. The API-vomit must remain a developer/designers problem,and there should be a trend to open as much data as possible.

Datagathering via mobile apps, what level of communication with users?

Developersof data-driven apps often ask their users to agree to share someuseful information (from the location to the address book, from theFacebook status to their mobile pictures gallery). Users are warnedabout the request on a “cold and scary” installation interfaceand sometimes abort the download in fear of scam and privacyviolations. The panel found that devs don’t have ways to explaindirectly to the users the reasons for requiring access to data, howthey will use them and when. The actual rate of this mistrust feelingis still to be measured, but good practice for operators would be toprovide space (few lines? links?) in the download screens fordevelopers to explain why they require access and what they will dowith the information.

Opendata and common licenses

So,assuming that you get your data from your users, crowd sourcing a lotof information, you will probably mix them with data from the publicsources available: governments and public entities, privatecompanies, etc. Some content is open, such as the NHSdictionary of medicine and devices, or most timetables for travelservices, but sometimes data are under license, creating a bit of aproblem for developers that have to use the most restrictive licenseto the whole data. Leigh noted that the creativecommon license is not legally recognized in most countries yet,same for open data commons,and the attribution stacking problem is not easily to solve. A goodpoint is that for public data, Jeni noticed, is that you can tracktheir origin and provide it through API too, meaning that ifsomething goes wrong, you can check where and when it went wrong.

Finally ...

... an interesting thought for developer of every kind of apps : when youstart a project, don’t forget to ask yourself what’sthe best problem that you can have;imagine the best scenario for your product and try to anticipateproblems and evolutions, it will be an useful exercise.

Theexample we learnt from the world of data-driven apps is thefollowing: Last.fm, starting as small tool to share music tastes, wasall about indie music and a selection of good content for“music-nerds”. After joining the Xbox platform it went big andthen bigger and became a window for the most popular of pop music,leaving the niche audience of its beginning a little disappointed.Too bad (?).




Thanks Valentina - and to close, that video from Gemma:



MoMo London – Call for Presenters – Demo Night Returns!


Mobile Monday London in partnership with ICT KTN (http://ictktn.org.uk) is pleased to announce the triumphant return of Demo Night! It will be on 2nd April and hosted by Mobile 360 Live (http://www.mobile360live.com)

We are looking for the best and brightest examples of of mobile concepts, products and services to present to an even-bigger-than-usual audience. 

You don't have to have a live product, you don't have to be a start-up and you don't have to be based in London to apply!

There are no prizes but previous entrants have subsequently gone on to do great things ... win fabulous prizes and more ... at last April's Demo Night, for example, we featured:
  • Stuart with Mindings which went on to be a winner at the  Cambridge Wireless Discovering Start-Ups 2011 competition, and is now about to launch,
  • Terence with QRPedia, has been chosen as one of the four most innovative mobile companies in the UK of 2011 in the SmartUK Awards to compete in the finals at MWC Barcelona, 
  • Richard with Parcel Genie which won 2nd Prize at the Vodafone Clicks 2011 Finals,  
  • Swiftkey has been nominated for a GSMA Global Mobile Award in the “Most Innovative Mobile App”  category also at this year’s Mobile World Congress. 
... not that we are claiming credit for their work, of course - and nor can we guarantee every entrant fame and instant riches, sadly.

Each demo will be 3 minutes long, followed by 2 minutes of questions from the room. We are ruthless about the timings. 

Please express your interest in presenting/demoing by filling in this form: http://j.mp/momolo-demo-night-2012-04-02. Entry will remain open until March 16th and we will let know those chosen to demo early the following week. 

As usual attendance at the Mobile Monday London demo night is free - registration details below.
___

Demo Night is hosted by Mobile 360 Live - London's new event for mobile tech. All flavours of mobile developer can learn the latest innovations and trends in the modern world of Mobile. 

Top industry experts will offer deep technical and business insights into how to build for success. An energy packed 2 days with hands-on workshops focused on iOS, Mobile Web and Android development and over 30 sessions running across 5 tracks; iOS, Mobile Web, Android, Mobile Business and Platforms.

2nd & 3rd April Victoria Park Plaza – London. For more info: http://www.mobile360live.com 

To register for Mobile 360 Live using the special MoMoLo discount code - use code MOMOLO12A at http://www.amiando.com/momolo.html

Free registration to attend demo night and not to attend Mobile 360 Live, nor to apply to present or demo, on EventBrite

MoMo London 28th Jan. Event Round Up – Mobile Games – Part 2

In the second part of the round-up from our event of 28th Jan on Mobile Games, Steve Devo, @sdevo, offers his view of the proceedings.

Steve's been attending Mobile Monday London events since the beginning (November 2005), so we were particularly touched by him tweeting:

Valuable insights from the  panel last night, good to hear what does not work as well as what does. this is momolo at its best.


What follows are Steve's views, put more expansively than 140 characters allowed.

Once again, many thanks to our event partners, ICTKTN.

There is a thriving and vibrant mobile gaming industry in the UK,  and it is starting to have effects beyond gaming with the so called "gamification" and "socialisation" (you are allowed to smile or groan at this point) of applications starting to become more mainstream.  So let's take a look at the gaming market and some of the more prevalent aspects.

I have written this after attending a Mobile Monday London conference this week and combining that with my own experiences of talking with the mobile community here in the UK.

There are three parts: commercial, technical and buzzword (the third is,  you guessed it,  about those two concoctions mentioned above.)

Commercial Aspects

Freemium model has taken hold and is now the main driver of revenue.

Freemium is where a game or app is provided free to try,  and if you like it you pay (in app charging) to have access to the rest of the game,  or to buy upgrades in the game such as better weapons, extra levels, better cars etc.

It should be noted that when freemium is added after a game has been built it nearly always leads to a poor user experience,  therefore "in app upgrading" must be built into the design.

Lots of games cross sell/advertise the publisher's other games,  and analytics is starting to be used to maximise these opportunities.  We are starting to see that games will send back usage and activity data to the server to drive this analysis, indeed this is critical to success.

Traditional app developers should consider a more explicit freemium model in their big tools, the ability to buy access to advanced functions as and when I as a user need them would make the management of license fees far more acceptable, especially in the mid market.  This also support the gamification of apps - more of which below.

Discoverability is a big issue,  because there are 380k and 500k apps in the android and apple app stores,  and they are averaging 100 new games per day.  You can pay to be in the Apple preferred top 25 lists or selected lists - however this is very expensive and if the game is not a natural hit it will die quickly. Obviously cost of getting those people back is much higher again, so make sure game is ready before you attempt this type of marketing.

Conversely it is wise to get the game out early and see what the user reaction and usage patterns are.  This is aided with freemium as you can add new sections and better replacements later (if the app is able to load modules) or use the upgrade functions of the platforms to send new better versions to the users.

Yoshi Monsters spent 10 of their £11M funding getting the game of the ground,  that's not good enough and way beyond the budgets of most game publishers so the Games industry investors are now looking to see that a publisher has not just build and creative skills,  but also analytical marketing skills.

Acquisition of these analysis skills is a problem for a lot of these smaller companies, but it is one of the ways that some small publishers are rising above the crowd and solving the discoverability problem. 

A further use of the analytics is to alter the game design as well as the price of the premium parts,  thus parts of the game move in and out of the premium sections, and the costs change in response to usage, including the equivalent of abandoned carts within the game.  Clever stuff,  you might say this is taking scrum/agile methods into the post launch period,  and that is what is so smart. You could say this is games companies version of "live life in beta".

The inability to get your game noticed without being clever and/or having some decent wads of cash meant that out of the 248 mobile game startups in England last year (most in London) 135 died within the year.  This is about double* the usual attrition rate. (* having trouble confirming this statement though, so grab some salt)

Copycat games are a problem because a successful game will get copied ad infinitum.

There is still money to be made from Java games,  but this is only in the growth markets rather than the Western markets where smartphones are dominating.

Revenues

But what is the income split for a game? Well typically  it looks like this:

  • 20% advertising- other people advertising within your game/site
  • 20% is from the game - purchase of the game, remember you give a lot of this revenue away to the store owner, hence this may be lower than you think.
  • 60% is digital goods - upgrades and additions -  e.g. in a zoo game you might buy extra ground, a cafe, more exotic animals etc.

You'll notice there is no product placement revenue in that list,  this has not worked on the console gaming world because the amount of effort required to manage the relationships / partnerships is too great for the small amount of income it generates.  Also gamers are quite a harsh audience and decry any placement that are too obvious or get in the way. It is expected that these issues will not change with a switch to a mobile platform.

Formats, technology and the like

Smartphones are mostly for casual games,  that is games that are just for fun,  there are very few successful mainstream games on these devices.

The tablets however are for more "serious" or hardcore games and the new ranges of tablets have the processing power (processor and graphics engines) to properly take on hardcore games. BUT there is a real challenge in moving a game from a console/PC to a touchscreen and that's because of the controls.  

There is a triangle of controllers: buttons/joystick for consoles/PC, movement for consoles (Wii, etc) and touch.

Moving a game between these controller types without this change being built in from the start has not been successful yet.  Also games scaled up from a phone to a tablet tend to have the controls in the wrong place and too far apart,  needs to be thought through.

TV's & Multi-device: As yet the game companies do not see a great deal of use for a game that spans several devices _and_ a TV.  I think this is missing a trick, playing a board game like monopoly, scrabble, etc,  or other turn based games could benefit from a large shared screen,  and then local hand held screens.  On the negative side a lot of casual gaming is played at the same time as watching TV.
For software vendors it would be good if these guys could consider dual screen/device working for some tools.  e.g. being able to use a subset of RSA or Doors etc on a tablet when working away from the desk, or even in presentations, meeting  makes a lot of sense to me.  Multi-person edit sessions that go beyond screen sharing makes sense too,  life is more about collaboration these days,  yet we are more likely to be in physically separate spaces.

HTML5 is not ready for gaming (yet).  Games need fast reactions to complex series of inputs. HTML5 does not cut the mustard.  And then there is the old saw of fragmentation.  HTML5 supposedly will fix this by having the browser act as middleware between the HTML5 and the device.  However this is dependent on the browsers acting consistently and they never do.

For an iOS game you're likely to produce 4 different versions, and for an Android about 6 perhaps as many as 10 in some markets.  Compared to the bad old days of Java when 800 to 2000 versions (skus) was not uncommon - this is vastly improved.

Tools: So how does one build apps for multiple platforms, remembering that Android is Java and iOS is objective C?

Well the answer is either two build efforts or the use of some clever strategy.  Some folks simply use C++ for the core elements of the game (physics engine etc) and then can port this to the devices quite easily.  The libraries that deal with device specific elements (camera, input, accelerometer and other gadgets) are written per platform.

There are some tools for writing once and building to multiple targets such as unity and marmalade and IBM's newly bought Worklight.

It seems that opinion is split on these tools.  Generally if you are stressing the device with a lot of work then you need to hone the code by hand,  if you're more  a turns-based casual game (eg Sudoku) then these tools are ok. But be careful. Here be demons.

Artificial Intelligence: A lot of platform games compete with the quality of the AI that controls the game.  This is becoming true with mobile games,  and the AIs are starting to fit into the constraints of the mobile.

Siri has sparked a lot of interest because it is not just a voice recognition AI,  it has a personality all of its own and that is what intrigues gamers.  Expect to see this kind of system in use in games quite soon.  
I suspect that we will start to see eye tracking soon,  then you can sneak things onto the screen whilst the user's gaze is elsewhere,  that kind of input into the AI will make a big difference.

Sadly you'll have not noticed the BlackBerry or Nokia/Windows phones in anything above.  these are just not working for games.  Yes a _lot_ of kiddies have BlackBerrys leading to these devices being the biggest seller last year,  however they are not set-up for gaming,  and a lot of the devices go to corps where games would be frowned upon or banned.

Nokia/Windows are just not a big enough market to justify the costs of entry, and the way things are going this is likely to remain the case for some time to come.

Some horrible buzz words that are emerging.

Gamification: (I did warn you) this is the use of game type techniques in apps to gain traction and maintain interest.  A Lot of apps,  and by that I mean the vast majority of apps have a short usage life on a device.  People download,  have a short flirtation with the app, and then it just kinda lurks on your screen unloved and unused.  there are figures for this and they are scary.

According to a Harris online survey on behalf of mobile ad provider Pontiflex, only 3 percent of apps downloaded through incentivised install campaigns are used frequently, and only 62% of downloaders use an app more than once.  Given this challenge and the popularity of games what can a game teach us to make an app more likely to be used.

Well initially people used "badges and leader boards" like Foursquare did,  and this can help but is a little cheesy to say the least.

What games do to increase usage is, I think, the following: -

  • They take you through a period of learning,  where you are introduced to more and more parts of the interface and the application.  This prevents the user being overwhelmed. 
  • Then they discover what you want to do,  and adjust accordingly,  and with the freemium model this means targeting the best upgrades / extensions at you.  
  • Then they let you explore and move around the game as you like.
Seems to me that this is the way to go with other types of apps,  understand the user's journey from wide eyed innocent through knowledgeable user to comfortable expert.  Forget the cheese.

Next up games use incentives that appeal to the user at a quite simple level,  often involving completing something and feeling good about it.  We can see that web sites are using short, chunked up, incentives to get folks to fill in their profile data,  for example Linked-in and Yahoo! properties do this, encouraging you to get 100% on your profile,  but not all at once,  they will ask you for more as you progress through your journey with them,  and will reward you with encouragement and kind words,  and, yes, sometimes a little competition, especially for men.

Socialification (it's worse then gamification,  and that's saying something) simply put, this is the use of social networks and interactions into an app.  

Games are starting to use presence in an asynchronous way,  that is knowing about other players without necessarily playing against them.  This provides a sense of belonging and with care can become an incentive to return to the game.

Multiplayer is not social networking,  get over it.  OK?  

Thanks again, Steve, for this really interesting piece!

MoMo London 28th Jan. Event Round Up – Mobile Games – Part 1

Not just one round-up but two this time! We're very fortunate to have two complementary views of last Monday's event.

The first is from volunteer Valentina Ciolino that's @MissFog. Thanks for this most comprehensive-write up, Valentina - what's the story with the hats? Indeed!

With many thanks, once again, to our event partners, ICTKTN.



Oscar Clark
Having worked invideo games and mobile, I could not miss the first London MobileMonday of 2012. “Mobile Games” was the hot topic of the night,discussed by a great panel of professionals and chaired by OscarClark of Papaya Mobile. Notthat one would want to miss any of these industry gatherings, but,for me, it was also the first time on the volunteer side. In fact,they even gave me the chance to blog about the event, so here I am.

While on the tube to goto the event, I was thinking about the topic. I personally feel thatvideo games and mobile industry are converging towards somethingdifferent, and mobile games development is driving the innovation.The new mobile and tablet platform allowed games to change, thanksmainly to three new features: touch screens, connectivity andportability. All the portable game consoles we used before the riseof the app stores lacked at least one of the three, not to speakabout the powerful graphic of the new mobile screens. We now havetap/swipe/multitouch games, games paid by ads, a new type of socialgames, 5 minutes games (to repeat every hour). Before the eventstarted, I wondered what other changes the panelists would forecastfor 2012. The answer at the end of this post!

But back to the evening:Oscar, who was one of the two people in the room wearing a hat(pictured), made a good job moderating the debate and bringing on thetable some alternative points of view of his own.

Credit is due to Oscar and to Mobile Monday London for bringing four panelists withdifferent background and experience, always a good way to guaranteea nice and lively discussion.

Here their names and titles: IanBaverstock (Tenshi Ventures), StruanRobertson (Product Director, NaturalMotion Games), GarethEdmonson (CEO, Thumbstar Games), GeorginaMackenzie (CEO at Toytek). They are famous enough for me not tospeak about them, but you can always click on the links to know more.

The icebreaker questionregarded the current situation of the mobile games industry and itslatest evolutions. Some 2011 changes in the market were felt as veryimportant: first of all the rise of the Android platform and market,which grew and gained strength in terms of monetization. Android canbe seen as a difficult market as it’s full of freemiumproducts and shows high piracy and discoverability problems, but itoffers many opportunities in terms of potential innovation. Thehardware presents high fragmentation but the majority of the Androiddevices are powerful enough – in memory & chips - to allow forcreativity. And the fragmentation can be addressed; in fact, Garethmentioned that there are 6 versions of Android OS but 4 of Apple iOS.On the bad side, the gap it’s probably widening as Struan noted,and this could higher the entry barrier for developers. Moreover,even if sales on Android are big, the Apple App store is morepredictable, continued Struan, and many developers spend much moneyon it.

Another 2011 hit was thetablet market, with the iPad leading the way. It is a “spectacularplatform” as Ian said and features atype of games different from mobile, 3D games with great graphicand new additions to the user interface. It is also easier, Iannoticed, to get visibility on a smaller market such as the iPad AppStore than on the larger ones, which is definitely an importantadvantage for games developers.

The Copy Cats
The third, less positivetrend of 2011 was the increase of the number of “copycat” gameson the market. Apparently, some big and medium companies (in order toavoid the risks of innovation, and the costs of experimenting withnew channels, noted Georgina), prefer to reproduce famous existinggames, replicating the gameplay. One of the possible solutions tothis problem is to use the cloud to make social-mobile games for alarge market, which is something that big publishers are alreadybetting on. “Social mobile is going to explode”, said Gareth,“thanks to the cloud”.

Socification of games wasthe topic of one of the question from the public (by @torgo)which started a nice debate on if social games today are “reallysocial” or not. People playing asynchronously on the sameserver brings a lot of revenues, said Oscar, and developers spend alot of time to get people to complete quests, but it can’t becompared with the experience of multiplayer games. On a slightlydifferent note, Ian noted that only few games, and mainly onconsoles, are well-tailored for the multiplayer mode. The verdict onsocificiation was, in the end, that it’s not bad as long as it addsto the game experience and don’t steal the fun out of the gameplayto increase sales or get new users.

The main discussionsrevolved around few topics: business models (freemium vs premium,ads), platforms and markets (emerging markets, operators, WindowsPhone) and, of course, customers. I am really happy to report on thislast theme because I think the panelists just put in words mythought: there are many kinds of gamers, gamers change all the time.As Georgina mentioned, the advergamingplayers, for example, “don’t consider themselves gamers at all”,but enjoy the experience anyway. Similarly, the console gamers maynot be scared to move to TV games as long as the controllers stay thesame, since, as Ian stated “console games are basically TV games”.When touchscreen emerged, the lack of buttons was seen as a problemfor gameplay, but now there’s a large audience who won’t playwith controller as they are too different and require a differentapproach. There are some psychological differences too, added Oscar,and different inputs works better for different games – and gamers.

Same story for businessmodels: free games with ads appeal to some gamers, free games within-app purchases appeal to others. The freemium model has beenaffected by a bad reputation as the UK industry is still not fullyconvinced it works, but maybe the developers just have to startadjusting the learning curve for their games to make them sell more.The “user training” tricks proved to be very effective for allthe applications that use game mechanisms to engage consumers (theso-called gamification of apps). Struan made the example of LinkedInapps where daily simple notifications ask you to recommend yourcolleagues, add a picture or complete your profile, thus explaininghow to use the app itself. Other tricks used on gamified apps are thepublic leader boards and the awarding of badges. Oscar quoted a veryeffective explanation for gamification, which is how you get peopleto go back to the app, versus game design, which is the way youcreate fun. Not necessarily marketing people can make good design oreven level design, and not all mobile developers know how to learnfrom games.

One of my favouritequestions of the night was the following one: Is this a good momentto be a game development company? There are many opportunities,especially on mobile and tablets, but also a lot of competition. Thebarrier to enter the market is low, but the effort requested to makegood games has increased. There are new ways to work across formats(web, mobile, consoles, etc), and this is driving a change in contentand gameplay, but also new ways to market products, which is anopportunity that requires new people with marketing knowledge. Itwould have been good to ask to some of the experts at TIGA,who were between the audience, what’s their take on it, if it’strue, as Georgina reported, that of 147 development companies set inUK between 2008 and 2010, 131 shut down before the end of thatperiod. How many of them were mobile developers, I wonder? And what’sthe number of start-ups which develop games but have other digitalproducts too (apps, or websites, or design, for example)?

The panel discussed a lotof other topics, and answered some 999 questions from the passionateaudience, but I thought I’d better condense their words into a listof 8 kick-ass suggestions for UK mobile game developers:
  1. Research about your target market and decide the business model before stating to design your game: if you go web, you can have a “try before you buy” approach and make the first level teasing like a movie trailer or, if you are opting for the freemium approach, the gameplay must be compelling enough to make your audience play often and pay for in-app. That’s what Natural Motion did before releasing “My Horse”, and that’s a point on which all the panelists agree, the marketing must be integrated with the game design.

  2. Choose your coding language and engines with care: Objective C can limit your chance to port the game to other platforms in the future, warned Georgina, who suggested C++ for the core features of any game so they can be transferred, but only if you’re using the same core mechanics. The rest of the code could then be more quickly ported from one program to others. When someone from the audience asked if the panel would suggest developing games separately for each platform, the answer was unanimous: you can develop you own engines, but don’t underestimate the value of cross-platform engines such as Unity, Marmalade and so on.

  3. Don’t limit your business to only one market; try to plan your production so to include porting the game to other platforms and stores. Having one product on one app store is not going to be enough for funders to notice you, as Ian hinted, and, as in Struan’s experience, being an established developer on one app store also helps to get more users thanks to “internal” cross-promotion. As Gareth said “there’s an opportunity in throwing at different channels out of the app stores” such as operator’s markets, if you have good content, or, better, a network of content. But there’s a catch: be specific about the channel you address: don’t go for the common lower denominator, try to exploit all the hardware features.

  4. Make a clever use of analytics: pass the knowledge from the commercial to the production team and back, change your product price and game design according to the feedback from your customers. Never before the game industry has had such an amount of data, comments and feedback from the users, let all the people in your company understand the information you get.

  5. Have a roadmap for main changes, but be able to respond to the market. In the console world sales data were locked due to licensing and access issues, and both prices, design and were basically fixed. Now, instead, you can change your game’s design depending on the rise or fall in sales, so have an expert to look at your data and let your product evolve with them.

  6. Beware! When porting your product to the iPad, remember that it is used in a much different way and for longer game sessions compared with mobiles. Ian was the first to point that out: people use their mobiles to play on the go, shorter and simpler games, but if they can choose, they opt for the iPad as console and buy optimised games. Porting from iPhone to the iOS tablet is one of the simplest ways to differentiate, he said, and Georgina added that her company produces games with high quality graphic exactly for that reason. That applies to all the platforms.

  7. Don’t save on Q&A, or better, set a budget for proper testing. Ian pointed clearly out that many mobile developers unfortunately have no idea how much important that is for every release. I would add: test features that will make your product stand out from the crowd - original soundtrack, great graphic, vibration effects, multiplayer etc. Don’t be scared to be original and innovative, as long as your products are technically impeccable and fun.

  8. Apply for grants and funding. Abertay University, TIGA and ICT KTN periodically offer the chance to get some money for your ideas and support the applicants during the process with mentoring sessions. Someone from the audience even said he had won one of the challenges and got a fair amount for a mobile game! You’ve just missed the deadline for the contest to produce a game integrated with the SDK and marketed through the networks of Antix Labs and Turbulenz, so try not to miss the next one.
And here we are with thepanel’s trends for the future of mobile games. First of all:social-mobile is going to explode, according to Gareth, thanks to thecloud, and big publisher are going to put big money on innovation andgame content for the genre. But there are some cool features that candrive innovations, such as voice controls, added Struan, or AugmentedReality, said Georgina. Oscar bets on location games, if they movetheir focus from tech to the experience. What did Ian forecast for2012? The boom of more expensive and higher quality mobile games.It’s time, I say.

Finally, I’d like to goback to the initial note about the chairman who was wearing a hat andadd that the other person wearing one at the event was the hosthimself, Jo Rabin. May I assume there’s a fashion trend? Youropinion on this important theme will be very welcome.


That is probably the first time I have been accused of being at the forefront of a fashion trend :-) - Jo

MoMo London – 13th Feb – Data Driven Mobile Apps

Using public and other data in mobile applications seems like a natural fit for lots of applications. And there's more and more of it, especially since Tim Berners-Lee pushed for open data with his crowd rousing chant, "raw data now" at TED 2009 - making developers and data providers aware of demand.

But what's it all about? There's open data, commercial data, raw data, linked data, data marketplaces, data apps and data journalism... to name a few! Join us for a session with some of the top data professionals in the world today for a discussion on what it's all about and why app developers and data providers alike should take notice.

We're delighted to be supported by Kasabi for this event and will be looking at both the benefits of and possibilities for new data driven mobile applications. What does data bring to mobile apps and what do mobile apps bring to data? How are data driven apps bringing about social change? What are the UX challenges in dealing with data, and how can you tell stories and represent it via design?

Our panel will be led by Matt Biddulph, who founded Dopplr, and most recently was the Head of Data Strategy for Location and Commerce Applications at Nokia.

Joining Matt will be:

Leigh Dodds, CTO of Kasabi
Ian Holt, Developer Programme Manager at the Ordnance Survey

We'll be announcing the other panel members shortly.

AGENDA
6.00 pm Doors open
6.30 pm Welcome and introduction
6.35 pm Panel session
8.00 pm Drinks and networking
9.30 pm Doors close

As usual the venue is CBI Conference Centre at Centre Point. Please use the entrance at street level. Nearest tubes are Tottenham Court Road on the Central Line and Northern Line.

The event is free to attend, RSVP is required at http://momolondon-2012-02-13-mw.eventbrite.com


Kasabi is an online marketplace that brings developers and data publishers together to enable new business models for consumers and producers of data at all scales.

Kasabi's unique approach is to link individual data records together enabling layered views of information about specific topics to be easily created. We provide consistent developer APIs that work across all types of data within the marketplace and a simple subscription approach that removes the frustration of working with different licensing and pricing regimes. Data publishers can license and brand data through the marketplace to reach a global community of developers and learn more about the value of their data through Kasabi's analytics services. All data is hosted on Kasabi's secure and reliable data platform.

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