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	<title>Comments on: Mobile Applications and Loyalty</title>
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	<link>http://m-strat.org/mobile-applications-and-loyalty/</link>
	<description>... understanding and navigating the mobile ecosystem.</description>
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		<title>By: eorourke</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-951</link>
		<dc:creator>eorourke</dc:creator>
		<pubDate>Mon, 05 Apr 2010 13:34:31 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-951</guid>
		<description>The average consumer in the US is joined to more than 12 loyalty or reward programs.  The answer to your cluttered key rings?  Mobile applications.  Why they are a great solution for consumers and retailers / advertisers.  Read more here:  http://eugeneorourke.com/blog/mobile-loyalty-apps-on-the-rise/</description>
		<content:encoded><![CDATA[<p>The average consumer in the US is joined to more than 12 loyalty or reward programs.  The answer to your cluttered key rings?  Mobile applications.  Why they are a great solution for consumers and retailers / advertisers.  Read more here:  <a href="http://eugeneorourke.com/blog/mobile-loyalty-apps-on-the-rise/" rel="nofollow">http://eugeneorourke.com/blog/mobile-loyalty-apps-on-the-rise/</a></p>
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		<title>By: Jose HC</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-556</link>
		<dc:creator>Jose HC</dc:creator>
		<pubDate>Tue, 20 Oct 2009 12:51:12 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-556</guid>
		<description>Martin - Great comments.  Very succinctly put.  Almost too good to be lost in the comment section all the way down here.  The Mobile Strategy blog may be turning into one of those blogs I go to mostly read the comments :)

I did look at your link and it is also worth a read!</description>
		<content:encoded><![CDATA[<p>Martin &#8211; Great comments.  Very succinctly put.  Almost too good to be lost in the comment section all the way down here.  The Mobile Strategy blog may be turning into one of those blogs I go to mostly read the comments <img src='http://m-strat.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>I did look at your link and it is also worth a read!</p>
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		<title>By: Jose HC</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-555</link>
		<dc:creator>Jose HC</dc:creator>
		<pubDate>Tue, 20 Oct 2009 12:46:52 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-555</guid>
		<description>Thanks Fred - I like the different categories you use but I disagree with two things you say:
     1. Applications - I am simply using the term to refer to all of the above mentioned by you.  To put it simply - something you download onto your device and is supposed to add value to the end user.  Value in this case can be simple entertainment through a game all the way up to a &#039;device emulator application.&#039;  
     2. I definitely don&#039;t agree with you to on the &#039;real applications&#039; bit.  Everyone of those other app regardless of their simplicity or their use (personal vs enterprise) is still an application.  

If you are back and following the conversation I&#039;d like to understand a little more about your definition and criteria for &#039;real applications.&#039;</description>
		<content:encoded><![CDATA[<p>Thanks Fred &#8211; I like the different categories you use but I disagree with two things you say:<br />
     1. Applications &#8211; I am simply using the term to refer to all of the above mentioned by you.  To put it simply &#8211; something you download onto your device and is supposed to add value to the end user.  Value in this case can be simple entertainment through a game all the way up to a &#8216;device emulator application.&#8217;<br />
     2. I definitely don&#8217;t agree with you to on the &#8216;real applications&#8217; bit.  Everyone of those other app regardless of their simplicity or their use (personal vs enterprise) is still an application.  </p>
<p>If you are back and following the conversation I&#8217;d like to understand a little more about your definition and criteria for &#8216;real applications.&#8217;</p>
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		<title>By: Jose HC</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-554</link>
		<dc:creator>Jose HC</dc:creator>
		<pubDate>Tue, 20 Oct 2009 12:40:41 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-554</guid>
		<description>Stephen - Thank you for your comments and the link.  Interesting model.</description>
		<content:encoded><![CDATA[<p>Stephen &#8211; Thank you for your comments and the link.  Interesting model.</p>
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		<title>By: Martin Wilson</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-551</link>
		<dc:creator>Martin Wilson</dc:creator>
		<pubDate>Mon, 19 Oct 2009 14:56:13 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-551</guid>
		<description>Loyalty is going to be a continuous problem in mobile, the market is flooded with services from businesses with high expectations to getting rich from this environment. The issue is that many are entering the mobile environment without clear understanding of the channel and the mobile user - these instantly loosing traction with their target audience. 

Before starting to progress mobile development I encourage businesses to answer three core questions: ’how’ are you going to approach? ’why’ is your offer relevant? and ’what’ do you expect a consumer to do?

This helps to define:
1. Presence - supported devices, (Logical, relevant and trustable)
2. Engagement - utility and features (attractive, functional and Easy to use)
3. Discovery - distribution (accessible, compatible and performant)
4. Revenue -  must deliver value first (relevant, influencing and actionable)

Mobile comes with a whole set of new rules. The challenge is that many businesses have not yet figured out these new rules. Most try to adapt what they understand from existing media and simply move it to the next. This will not work. Understand these new rules and the channel can deliver real returns.

The winners will be those not simply with content but those who can recognise and deliver a contextual, relevant tailored offering to a mobile consumer. It will be the ones that ‘get mobile’; those that deliver to the device capabilities, present the expected features, use location well, support social and viral capabilities, add value through marketing and advertising.

http://www.indigo102.com/archives/521

Martin Wilson
CEO
Indigo102</description>
		<content:encoded><![CDATA[<p>Loyalty is going to be a continuous problem in mobile, the market is flooded with services from businesses with high expectations to getting rich from this environment. The issue is that many are entering the mobile environment without clear understanding of the channel and the mobile user &#8211; these instantly loosing traction with their target audience. </p>
<p>Before starting to progress mobile development I encourage businesses to answer three core questions: ’how’ are you going to approach? ’why’ is your offer relevant? and ’what’ do you expect a consumer to do?</p>
<p>This helps to define:<br />
1. Presence &#8211; supported devices, (Logical, relevant and trustable)<br />
2. Engagement &#8211; utility and features (attractive, functional and Easy to use)<br />
3. Discovery &#8211; distribution (accessible, compatible and performant)<br />
4. Revenue &#8211;  must deliver value first (relevant, influencing and actionable)</p>
<p>Mobile comes with a whole set of new rules. The challenge is that many businesses have not yet figured out these new rules. Most try to adapt what they understand from existing media and simply move it to the next. This will not work. Understand these new rules and the channel can deliver real returns.</p>
<p>The winners will be those not simply with content but those who can recognise and deliver a contextual, relevant tailored offering to a mobile consumer. It will be the ones that ‘get mobile’; those that deliver to the device capabilities, present the expected features, use location well, support social and viral capabilities, add value through marketing and advertising.</p>
<p><a href="http://www.indigo102.com/archives/521" rel="nofollow">http://www.indigo102.com/archives/521</a></p>
<p>Martin Wilson<br />
CEO<br />
Indigo102</p>
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		<title>By: The Zoom Ring &#187; Blog Archive &#187; Carnival of the Mobilists #196: handsets, learning and lucre - News Health and Technology</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-549</link>
		<dc:creator>The Zoom Ring &#187; Blog Archive &#187; Carnival of the Mobilists #196: handsets, learning and lucre - News Health and Technology</dc:creator>
		<pubDate>Mon, 19 Oct 2009 08:35:35 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-549</guid>
		<description>[...] Colucci of Mobile Strategy raises some questions on Mobile Applications and Loyalty, looking at comparative statistics for application downloads and usage of apps by Blackberry and [...]</description>
		<content:encoded><![CDATA[<p>[...] Colucci of Mobile Strategy raises some questions on Mobile Applications and Loyalty, looking at comparative statistics for application downloads and usage of apps by Blackberry and [...]</p>
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		<title>By: Fred Stein</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-544</link>
		<dc:creator>Fred Stein</dc:creator>
		<pubDate>Fri, 16 Oct 2009 18:41:23 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-544</guid>
		<description>Applications? We need to be more careful about this word. Also free vs paid &quot;applications&quot;. Finally this is all moving fast.

1) Applications: Includes: Front-ends to SaaS applications; Games; Toys (funny sounds, wallpapers, etc.); Utilities; Device Emulators; And real applications. I would bet that real applications is a small percentage of the app in the app store.

2) Free vs paid: Many applications are free because tiny (1 person part-time ISVs) are using &quot;free&quot; for viral marketing. Others are free because they are really front-ends to SaaS or content portals, or ad based back-ends, etc. The front-ends may be more interesting one to watch, as there are many monetization models evolving here.

The Games category has great potential. Game SW is already a huge and growing market, despite the recession. While ad budgets and branding will increasingly dominate this category (following the overall trend in entertainment), the iPhone opens the door to disruptive gaming innovators.

Utiltities may be a sleeper. We have seen PC utilities, eg anti-virus, help Symantec grow to giant size. Let&#039;s watch this.

Device Emulators: The iPhone can simulate or emulate other devices, eg an HP scientific calculator or navigational devices. These applications can command good prices because they emulate devices that cost $100&#039;s. However the sales volumes may be so small that statistics discussed above don&#039;t show this.

Real applications: This is early days. Other impacts are low price expectations by users; small screen, lack of keyboard.</description>
		<content:encoded><![CDATA[<p>Applications? We need to be more careful about this word. Also free vs paid &#8220;applications&#8221;. Finally this is all moving fast.</p>
<p>1) Applications: Includes: Front-ends to SaaS applications; Games; Toys (funny sounds, wallpapers, etc.); Utilities; Device Emulators; And real applications. I would bet that real applications is a small percentage of the app in the app store.</p>
<p>2) Free vs paid: Many applications are free because tiny (1 person part-time ISVs) are using &#8220;free&#8221; for viral marketing. Others are free because they are really front-ends to SaaS or content portals, or ad based back-ends, etc. The front-ends may be more interesting one to watch, as there are many monetization models evolving here.</p>
<p>The Games category has great potential. Game SW is already a huge and growing market, despite the recession. While ad budgets and branding will increasingly dominate this category (following the overall trend in entertainment), the iPhone opens the door to disruptive gaming innovators.</p>
<p>Utiltities may be a sleeper. We have seen PC utilities, eg anti-virus, help Symantec grow to giant size. Let&#8217;s watch this.</p>
<p>Device Emulators: The iPhone can simulate or emulate other devices, eg an HP scientific calculator or navigational devices. These applications can command good prices because they emulate devices that cost $100&#8242;s. However the sales volumes may be so small that statistics discussed above don&#8217;t show this.</p>
<p>Real applications: This is early days. Other impacts are low price expectations by users; small screen, lack of keyboard.</p>
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		<title>By: David Eads</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-537</link>
		<dc:creator>David Eads</dc:creator>
		<pubDate>Thu, 15 Oct 2009 21:12:04 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-537</guid>
		<description>Hey Jose, 

Thanks for showing your work while crunching the numbers. Not many analysts are comfortable letting everyone see how they make their sausage. Frankly, it makes the analysis more useful because we know what we&#039;re getting.

At this point in the mobile application market, I think it&#039;s important to use both qualitative (like user interviews) and quantitative data (like these stats). The entire market is in flux, as are user habits.  There&#039;s not much of this out there. 

I suspect that these numbers will vary wildly by category. Game users will likely churn through applications far faster than a business user. 

Speaking from personal experience, my kids download more games than I can count. They try them, play with them and delete them when they get tired of them. On the other hand, I (a business user) only occasionally download apps, but if they&#039;re useful I keep them and use them as often as necessary (e.g. when I&#039;m traveling, etc.).  Obviously that&#039;s just a single family perspective. 

-David

David Eads
Mobile Strategy Partners LLC
http://www.mobilestrategypartners.com</description>
		<content:encoded><![CDATA[<p>Hey Jose, </p>
<p>Thanks for showing your work while crunching the numbers. Not many analysts are comfortable letting everyone see how they make their sausage. Frankly, it makes the analysis more useful because we know what we&#8217;re getting.</p>
<p>At this point in the mobile application market, I think it&#8217;s important to use both qualitative (like user interviews) and quantitative data (like these stats). The entire market is in flux, as are user habits.  There&#8217;s not much of this out there. </p>
<p>I suspect that these numbers will vary wildly by category. Game users will likely churn through applications far faster than a business user. </p>
<p>Speaking from personal experience, my kids download more games than I can count. They try them, play with them and delete them when they get tired of them. On the other hand, I (a business user) only occasionally download apps, but if they&#8217;re useful I keep them and use them as often as necessary (e.g. when I&#8217;m traveling, etc.).  Obviously that&#8217;s just a single family perspective. </p>
<p>-David</p>
<p>David Eads<br />
Mobile Strategy Partners LLC<br />
<a href="http://www.mobilestrategypartners.com" rel="nofollow">http://www.mobilestrategypartners.com</a></p>
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		<title>By: Stephen King</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-535</link>
		<dc:creator>Stephen King</dc:creator>
		<pubDate>Thu, 15 Oct 2009 16:43:55 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-535</guid>
		<description>Whoops, sorry ... the link to the 10 Steps of the Mobile Development Cycle was wrong in my previous post (it&#039;s a link to the thumbnail). Try this: http://tinyurl.com/yhmkcjd

Thanks,

Stephen</description>
		<content:encoded><![CDATA[<p>Whoops, sorry &#8230; the link to the 10 Steps of the Mobile Development Cycle was wrong in my previous post (it&#8217;s a link to the thumbnail). Try this: <a href="http://tinyurl.com/yhmkcjd" rel="nofollow">http://tinyurl.com/yhmkcjd</a></p>
<p>Thanks,</p>
<p>Stephen</p>
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		<title>By: Stephen King</title>
		<link>http://m-strat.org/mobile-applications-and-loyalty/comment-page-1/#comment-534</link>
		<dc:creator>Stephen King</dc:creator>
		<pubDate>Thu, 15 Oct 2009 16:18:25 +0000</pubDate>
		<guid isPermaLink="false">http://m-strat.org/?p=1003#comment-534</guid>
		<description>Nice post ... fun with numbers! And, yes, everyone IS trying to sell you something :) ... here&#039;s a bit about our company www.mob4hire.com. We are a global community of more than 20,000 users in 105 countries on 330 operators who&#039;s SOLE purpose is to help mobile developers make better software. We have a saying at Mob4Hire: &quot;Don&#039;t Crash. Don&#039;t Suck. Get Sticky!&quot; :) 

I loved the quote in the above blog: &quot;Don’t ignore the end user! Or your application will be dropped like a hot potato!&quot; ... 1 star reviews in app storefronts will kill your revenue growth. Of course, what everyone also knows is that it&#039;s difficult to access users in-market, as well as accessing hundreds of different types of handsets for testing ... that&#039;s what Mob4Hire solves. I offer this link to a .jpg of &quot;User Feedback in the 10 Steps of the Mobile Development Cycle&quot; for those wanting more info: http://tinyurl.com/yfrhfch

Thanks for readin&#039;

Stephen King, CEO
http://www.Mob4Hire.com
http://www.mob4hire.blogspot.com</description>
		<content:encoded><![CDATA[<p>Nice post &#8230; fun with numbers! And, yes, everyone IS trying to sell you something <img src='http://m-strat.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  &#8230; here&#8217;s a bit about our company <a href="http://www.mob4hire.com" rel="nofollow">http://www.mob4hire.com</a>. We are a global community of more than 20,000 users in 105 countries on 330 operators who&#8217;s SOLE purpose is to help mobile developers make better software. We have a saying at Mob4Hire: &#8220;Don&#8217;t Crash. Don&#8217;t Suck. Get Sticky!&#8221; <img src='http://m-strat.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  </p>
<p>I loved the quote in the above blog: &#8220;Don’t ignore the end user! Or your application will be dropped like a hot potato!&#8221; &#8230; 1 star reviews in app storefronts will kill your revenue growth. Of course, what everyone also knows is that it&#8217;s difficult to access users in-market, as well as accessing hundreds of different types of handsets for testing &#8230; that&#8217;s what Mob4Hire solves. I offer this link to a .jpg of &#8220;User Feedback in the 10 Steps of the Mobile Development Cycle&#8221; for those wanting more info: <a href="http://tinyurl.com/yfrhfch" rel="nofollow">http://tinyurl.com/yfrhfch</a></p>
<p>Thanks for readin&#8217;</p>
<p>Stephen King, CEO<br />
<a href="http://www.Mob4Hire.com" rel="nofollow">http://www.Mob4Hire.com</a><br />
<a href="http://www.mob4hire.blogspot.com" rel="nofollow">http://www.mob4hire.blogspot.com</a></p>
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