Transcript Slide 1

Killer Apps
- Thoughts from Deloitte
Killer apps?
Appearance isn’t everything
The TMT team at Deloitte’s have produced a report that takes an in-depth look at the world of
branded apps
--They outline the size of the prize in terms of the rapidly expanding smartphone market
--Whilst outlining the challenges brands face in trying to cut through in this marketplace
--Here’s a selection of highlights from their report – the full version can be found via clicking the
image below:
Access points for the web will dramatically
change in the next few years
Smartphone shipments forecast to grow by 411% in 5 years
(Note: Tablet shipments are already at 15m (Q2 11) so the 70m figure looks conservative)
2009A
170
Smartphones
700
162
150
Laptops
137
125
Desktops
Annual global shipments of computing devices
2009A / 2014F
--Millions of devices shipped globally
30
40
Netbooks
Tablets
2014F
1
70
Source: Deloitte
Apps – the new goldrush?
• A successful branded app is the new holy grail for marketers
• Ebay is estimated to have made 1.5bn from their smartphone app in 2010
• 45% of smartphone owners download at least one app per week
• Consumers also expect their favourite brands to have a presence
• Three-quarters of mobile app users expect all companies to have a mobile app
• However, according to Deloitte , success is hard to find :
‘Only 20% of the apps published by major consumer and healthcare brands globally were downloaded
enough to appear in our figures and of that 20%, less than 1% were downloaded more than a million
times’
Source: Deloitte
The struggle to cut through
Smartphone users tend to have a lot of apps on their
handset ... but they have an avalanche of choice
Average number of apps per
Number of apps available by
handset
platform
370,000
40
250,000
25
iPhone
Android
iPhone
Android
Source: Deloitte / Admap
Branded App strategy: Utility or Game?
Games are potentially rewarding – but the cost of entry is
escalating ever higher
Volkswagen Touareg challenge
--Over a million downloads in the first week
--Average playing time: 8m
--Average player age: 35
--3,500 test drive requests
‘At the time Volkswagen succeeded (1st half 2010) ...
there were relatively few simulators on the market
--“Real Racing 2”, released in early 2011, cost $2m to
develop’
Source: Deloitte
Branded App strategy: Utility or Game?
Kraft’s iFood Assistant was a strong, early example of how
an app that provides user benefits can deliver results
Half a million downloads, even at $0.99
--Positive aspects of the app:
Networking / ugc : uploading / sharing recipes
Strong brand presence
User benefits via coupons and discounts
Data collection regarding user habits
GPS-driven store finder
‘Our research found, out of the functionality available on
smartphones (e.g. touchscreens) ... Use of these functions is likely
to give a branded app significantly higher likelihood of success’
Source: Deloitte
The next step for branded apps
Maximising functionality to drive user and brand value
--Potential scenario:
Data held in phone:
Nearby King’s Head pub
Close proximity to a paired phone (e.g. Wife / partner)
It’s warm (info provided by a weather feed)
It’s 5.30 in the afternoon
The phone is registered with a contactless mobile payment service
The result:
The app pushes a BOGOF offer for a cold branded drink
(can be redeemed immediately at the King’s Head pub via mobile payment)
--Can be tailored due to the relevant data held in the phone:
e.g. a relevant Starbucks offer if it’s a cold morning
Source: Deloitte
Summary
The smartphone market will grow apace in the next few
years:
‘Make use of handset functionality to offer something relevant
and targeted to the individual and their immediate environment’
Using the tools available will drive user engagement, usage
and ultimately sales
Source: Deloitte
And finally
A quote from the comment section from a related article in
the Guardian:
‘I don't care about branding I just want a quality app that I find
useful.’
Killer Apps
- Thoughts from Deloitte