Categories: Codegent News, Awards
Co-Founder
It's the Third Thursday of the month... and the nights are drawing in.

Mark completes the New York Marathon!
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Red5 is an Open Source Flash Server that streams audio, video and data to and from the flash plugin live and on demand. Codegent is a full service web development new media agency, based in clapham, london, uk, that specialise in flash design and development work and helped pioneer the open source red5 flash server.
It's the Third Thursday of the month... and the nights are drawing in.

Mark completes the New York Marathon!
Other links referenced...
It's the Third Thursday of the month... what's that? Oh, so you noticed it is in fact Friday. Soz, we had a big go live yesterday.

Our live Social Media event at Square Mile Relay
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PS We also won a W3 Silver Award in the Entertainment category for 4Music :)
I’m recently new to Codegent but I’ve been working in London for a long time and there’s one thing that really grinds my gears lately. Not involving work, or home, or the digital world but rather all three, that being the bit in between, the journey to work.
Now I’m happy to admit that I’m a bit of slave to the digital world myself, I’ll agree that we’re in a new age of digital connectivity and therefore the easy access we have to the internet just about everywhere can greatly enhance our lives. Increasingly we can interact with the world in incredible ways through tiny devices we all carry in our pockets. I’m completely up for that by the way.
Just the other day I was out in London and spotted a lovely view of the Thames, which I snapped and popped onto Facebook, for my friends and family to enjoy, within a few seconds. While looking for a decent lunch in the West End recently I simply typed restaurants into my smart phone and saw every restaurant local to me. This was unheard of until recent years and is extraordinarily useful.
So these devices can enhance our interaction with the real world in a truly profound way, giving us information about the world, letting us record the world, even allowing us to enhance it. One thing I think people forget though is that they do live in the real world. I probably read my email and the news on my smart phone every morning and while sitting on the train this is easy. However, I then put my phone in my pocket and depart the train to walk to the office.
Some people though, have a very difficult time taking their eyes off the tiny screen that populates their vision. I’ve genuinely seen the train doors open and the person standing in front didn’t even move due to their smart phone induced stupor, causing what is popularly known as a Blackberry jam behind them.
People are texting and walking into the road obliviously, or into other people, or walking incredibly slowly down the pavement causing everyone behind them to move at a snail’s pace. I was just trying to get to work, I didn’t expect to be doing the conga through Wandsworth at 9am, I’d have dressed up a bit if only I’d known.
What I’m saying is, okay, great, we have cool smart phones. They can do some great things, brightening our experiences of the world and the way we interact with it. So if you’re wandering down the street browsing the net fair enough, the digital world is a vibrant addictive place. Just don’t do it in a very busy station, or while crossing the road, or piloting a shuttle mission or basically… in front of me. It just really grinds my gears!
It's the Third Thursday of the month and we are both in the office!

A focus group for our Clever Kids iPad Puzzle Game
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It's the Third Thursday of the month and continuing the theme of exotic locations I am in Italy.
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| THAI | CHINESE | KOREAN | JAPANESE |
| iPhone Lite | iPhone Lite | iPhone Lite | iPhone |
| iPhone Pro | iPhone Pro | iPhone Pro | |
| iPad | iPad | iPad | iPad |
| Android Lite | Android Lite | Android Lite | Android Lite |
| Android Pro | Android Pro | Android Pro | Android Pro |
Research by eBay recently revealed that mobile shopping could receive a £4.5bn boost in the UK by 2016, rising to as much as £19bn by 2021, if nurtured correctly. The rapid growth in smartphone penetration has clearly helped mobile commerce to gain increasing acceptance amongst both users and retailers.
Smartphones represent 24% of all mobiles sold worldwide between January and March – up from 15% a year before - and the 50% tipping point may only be a year or so away (via The Guardian). This is an exceptional opportunity for retailers to speed up their mobile efforts and drive more sales.
However although mobile commerce’s popularity is growing and the majority of retailers are convinced that it will eventually become as popular as e-commerce, just 16% have a strategy in place, and 28% have no plans to implement one (Vanson Bourne survey of 100 marketing and IT directors at UK retailers, and 1,000 consumers).
Smartphones are taking a central position in our daily routine, not just to make phone calls but to access the web, look for recipes, check our Twitter, Facebook, find a restaurant, read news... Now users are also showing an increasing appetite for carrying out transactions on these devices; however their expectations of mobile commerce are pretty high so when jumping onto the “m-commerce” bandwagon you need to make sure you do it well. There are 10 million UK consumers using mobile commerce but 83% say they have experienced problems. (Tealeaf survey)
Below are few of the important things to think about when developing your mobile commerce site that will help you mitigate against potential problems that some mobile users experience.
First let’s define both terms: a native application is a piece of software designed and developed to run specifically on a computer, smartphone, or tablet. So for example a native application developed for the iPhone will need to run on its proprietary iOS platform. The mobile web refers to the browser-based Internet experience on mobile devices. Mobile websites have the ability to run across essentially any platform with a built-in web browser.
There is no “best route” and you can’t just pick and choose which channels to support without a bit of research as it mostly depends on who your customers are, what devices they use, what they are trying to do and when. You need to be there when the customer is ready.
In a report revealed at the end of last year, comScore’s MobileLens indicates that nearly twice as many smartphone users accessed online retail via a website rather than a native app, BUT some other reports seems to show higher conversion rates for native iPhone apps versus typical mobile websites.
My recommendation would be to start with a mobile site, and then upgrade at a later stage to an application. This is actually a very good way to first test on mobile web what works or not, take learnings, customer’s feedback from their experience and then use that as a foundation to build applications for iPhone, Android or other mobile platforms.
So why should you start with a mobile site? Well, a mobile site has a greater appeal to customers across a variety of phones. Basically you don’t need to design multiple apps and anyone with a web connection can access your mobile site. It is therefore also a cheaper option! If you opt for an app you will restrict your mobile customer base to users of compatible handsets. In the case of Apple you will also need to wait for approval before release and before you can make tweaks to your app.
Having a mobile site means you are freer, in control and users always get the latest version as you can push updates whenever you wish! Another good thing about a mobile site for commerce is that users looking for a particular product can come across your mobile optimised site using any of the search engines and via links from other websites, blogs, Twitter, Facebook and those embedded in emails. Whereas with an app, users will have to actively search for it and then download it to their phone. That sounds like a lot to ask of your customers, especially if they are new ones.
Additionally, there are several apps stores gathering tons of apps. Unless you are a large retailer (and even so), it usually takes a lot of effort to feature in the App Store charts and you will need a very well defined strategy to break into the top list for your category in order to not get lost in the crowd. (Find out more about app store optimization)
One argument for apps over the mobile web is the additional functionality that apps can offer but the next generation of the web language HTML5, although the completion is expected in 2014 and its implementation on mobile devices is still both fragmented and incomplete, is able to offer many features that make it possible to create web based applications that behave like native apps (geolocation, access to the phone’s camera, offline storage, video/audio streaming...). HTML5’s advantages of cross-platform compatibility, channel freedom (not being dependent on the app stores), enhanced discoverability due to better search engines etc. provides the opportunity to develop both faster and cheaper, with a wider audience to sell to. The Financial Times just launched a HTML5 Web App that enables readers to access content across tablets and smartphones.
Please don’t think I am against apps, I’m really not! I love apps and they should be developed when there is a need to provide functionality that goes beyond what HTML5 can offer (richer experience, photo function, games, augmented reality...) but when it comes to retail I truly think mobile sites are great. This is even truer if you are a small business, as it will end up being more financially effective. However if you already know that a large percentage of your visitors are iPhone or Android users, then you might want to look into developing dedicated mobile apps. Finally if you really want to do a massive push in the mobile area, why not try developing both a mobile site and an app like Ebay has done?
In case you want to read more on the recurring subject:
Will HTML5 Replace Native Apps Any Time Soon?
HTML5 Is An Oncoming Train, But Native App Development Is An Oncoming Rocket Ship
HTML5 vs. Mobile App. The Winner is…
Mobile commerce: should you have a site or an app?
Mobile commerce: ten reasons to choose the web over apps
Native App vs. Web App: Which Is Better for Mobile Commerce?
This sounds obvious but detecting which type of device a user is browsing with and redirecting to the correct version of the site is essential. You made the effort to build a mobile site so promote it! This will provide a great user experience and it will likely make your users stay on the site. In addition, if you are going to develop a mobile site, it is important all pages deliver the same user experience – i.e. sending users to pages non-optimised for mobiles is a no-no.
Your mobile site should be a “lite” version of your desktop site, first of all because it needs to load very fast but also because of the size of the device. Any funky and flashy features should be left to the desktop experience. However, there should be no real disadvantage to using a retailer’s mobile version and users expect the same sort of browsing and buying experience as they would from their laptops and PCs. Consumers want to find the exact same products and the same product availability as on the main site. Therefore you need to provide full product specs, quality photos, videos and reviews.
A few tips:
It seems paradoxal, but you will have to find the right balance between making your mobile site simple and very quick to load whilst still maintaining as much functionality as possible. The M&S mobile site is a great example, you can browse their entire product range, yet the navigation is very simple, you can sort items and search. Their mobile commerce site has generated over 1.2m unique users and taken single purchase orders exceeding £3,000 since its launch in May 2010. Pretty impressive!
First of all, don’t force your users to register before you actually close a sale. That is something I explained a while ago on a blog article: how to build an effective sign up form. Let your customers purchase first and then let them deal with registration afterwards (if they want). This is even more important on a mobile with a smaller screen and keyboard as you want a very smooth and pain-free process. By making users register before the checkout you are adding at least three fields to fill in and most of this information will be asked during the payment process anyway!
When it comes to entering credit card details on a smartphone, it is likely many customers will abandon rather than try. So try and work around that barrier and really make the purchase experience very friendly. The aim is to reduce as much as you can the number of clicks to make it really easy for existing customers to shop and keep shopping on your site. The Amazon model is one to follow. It is so easy to buy on their site that it’s no surprise to me they have such large mobile sales figures.
If you are a recurrent Amazon user, they already have your payment details stored and in less than 6 clicks you are done with your purchase on the mobile. At checkout, they ask your email address and password to generate a page asking you to choose a delivery option. Then on the next page you will be asked to select your payment method, all the cards you have previously added on your Amazon account will appear with their expiry date. Consumers can then either enter a new shipping address or opt to send to one already linked with their account. Once these choices are made, the consumer clicks on the checkout button and the transaction is completed. Pretty easy and even easier with their 1-Click order option.
By storing credit card details in the registered account profile of existing customers you are removing the laborious process of entering the credit card number, expiration date and delivery address on a small screen. You probably think saving customers payment details on your site is adding a bit more PCI compliance hassle, but it will turn out to be an excellent way to attract repeat business from mobile users and most third party payment platforms have this functionality freely available to be integrated with.
Some users will prefer using other payment options such as PayPal or any other alternative payment (Google checkout) that they know as secure and legitimate. The payment process is reduced to entering a username and password. These options reassure customers that are concerned about entering their card details via mobile and they also eliminate the need to fill in lengthy forms.
Another good idea is to offer phone support to sceptical users who need more reassurance to get involved. Make sure you always have a phone number available on the product details page and on the checkout page so customers can complete the transaction by phone.
Finally, you could look into offering “collection in store” rather than mobile checkout options. The famous “reserve and collect” from Argos is an excellent method of generating sales from offline shoppers, but to make it work, keep the time between reservation and collection to a minimum.
In mobile, location is context so it is important you know where your users are when accessing your mobile site.
Apps and now HTML5 employ some of the smartphone’s most advanced features and functions, such as the GPS system, to fetch the user’s location. This is such a great thing to customise a mobile site experience to a consumer’s location. It often grinds my gears to see that some global retailers are not able to direct me straight to the right local version of their site and ask me to choose my location... (I am particularly looking at you Ikea and there are so many others). I think it is important not to forget users are using a mobile which means small screens, smaller keyboards but are still in the need of information quickly without too much effort! Inflicting a bad experience on consumers who are nicely trying to connect with you on your mobile site might end up in you never seeing them again. 66% of consumers would be less likely to buy from a brand following a poor mobile experience (Tealeaf survey).
In addition to locating where your users are and directing them to the most appropriate local site, it is also a good idea to offer a store locator. Surveys show that it is amongst the most popular features of both mobile sites and apps. Sometimes consumers just go on your mobile site to look for an item or stock levels (Argos) but would rather buy it from the offline shop. Store locators are a great way to drive traffic in store and provide distance, store facilities, contact details, opening hours and directions. Argos and Tesco are 2 retailers that do this very well.
It would make sense to detect a user’s location by using smartphones’ GPS to present the nearest offline stores rather than having the users to type in their postcode (especially sometimes it might be tricky for them to know the postcode of the area). Only mobile sites developed in HTML5 and apps can offer that feature. Rightmove mobile site in HTML5 is a great example.
So as much as you can try to make the most of these location-based tools as they improve your consumers’ mobile experience and they also appeal to users who are shopping locally and looking for particular products and services.
What are you waiting for? Hopefully not for your competition to take the advantage! Get involved NOW.
Many retailers are waiting to launch their optimised mobile website until mobile commerce becomes more significant, but all the current stats show that the opportunity is now.
The longer you wait to launch your mobile site, the more time you give your competitors to establish a successful mobile presence. Mobile commerce might be in its early stages but it is quickly gaining popularity as a way to shop. I would use this as an opportunity to take the advantage, test what does and doesn’t work for you, create a "WOW" factor amongst your customers and give them something about you to share with others. It can only raise your brand awareness and simply differentiate yourself from your competition.
Do you need help? Codegent’s Mobile division might be able to give you a hand.
If you want to talk to us about your mobile commerce strategy, then please do get in touch.
It's the Third Thursday of the month and I am all alone :(

The mobile team working from the garden
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People are buying Apps for phones, tablets and computers all over the world. There is big money in it and it is not just going to Apple. For example, Gartner predicts that by 2015 Android will account for 49% of smartphones.
The best way to source Apps is through App Stores. Apple, Google, Nokia, Blackberry and even Amazon have them, plus there are many spin offs proliferating the web.
App Stores provide a consolidated location for developers to upload their products and gain instant visibility and traffic from millions of users. However, these stores are quickly getting crowded and competition is intensifying as we strive to build awareness and recognition. Step forward App Store Optimization (ASO).
Optimizing for App Stores
The App Store search algorithm works quite differently to Google. Relevance is driven by downloads, ratings and keywords so, once optimised, popularity is very important. As free apps are downloaded far more than paid ones it supports the theory that a free or “lite” version is advisable. This, in turn, promotes your paid-for upgrade. It’s no coincidence that the same app will often occupy the top spot on both the free and paid charts.
Unlike traditional search engines App Store rankings are not built up over time. Baptiste Benezet of faberNovel came to the conclusion that "The formula for App rankings only accounts for your last 4 days of sales." The formula is 8 times the sales of the current day + 5 times the sales on the 2 proceeding days + 2 times the sales on initial date.

Source: ReadWriteWeb
It would seem that short, sharp campaign bursts are the best way to achieve high rankings, break into the category charts and great a self-perpetuating cycle of high download figures.
However more recently Google and now Apple are including user activity as a factor. Daily or Monthly Active Users are logged and those Apps that are used more frequently will also rank highly. The Android Marketplace takes note of the percentage of users that keep the app installed on their device as space is generally more of a premium with users removing Apps that don’t cut it far more frequently than those using Apple devices.
The Apple App Store search is exact-match only. Your app will only show up if there is an exact match against the app or company name or keywords you have specified. Apple does NOT search against your description, which means that text should be purely around convincing the user reading it to hit install/buy. However, the iTunes Web Preview page is often indexed high on traditional search engines and the first three lines of your description can be indexed so it is still worth optimising the start of your description text. Other App Stores such as Android Marketplace do include description in their search criteria though.
Keyword optimisation is therefore pretty crucial. You should follow similar techniques to standard SEO. Prioritise the words and try and think of what keywords or phrases a user would think of to find your type of app. This could also include popular competitors or major platforms you have integrated with, as their names are popular search terms. A word of warning though. You do risk being rejected by Apple if you blatantly hang on the coat tails of a competitor so you try and be a bit subtle.
That brings us onto the name. Unfortunately a buzzy sounding app name will rank poorly against a does-what-it-says-on-the-tin title. You should also consider starting with a number or early letter in the alphabet for when the user orders their result by name. Including popular search words such as “fun”, “easy”, “exciting” and “free” would do you no harm either.
For example on our new Learn Chinese App we have used the title "Learn Chinese Lite - Mandarin Phrasebook for Travel in China" to capture as much keyword traffic as we can. We have substituted "Lite" with "Pro" for the paid version and also linked to it heavily in the free app to prompt upgrades.
Design & Build
The icon that represents your App is hugely important. It should be eye catching and well designed to give a solid first impression and communicate that this wasn’t cobbled together by a talentless nerd playing with a bit of code. Check out this superb guide on good app icon design.
Whilst your icon design might gain you a view, your screenshots are likely to tip the balance. They should be well chosen examples that flatter the app, demonstrate it’s usefulness and grab the user’s attention.
Additionally the filesize of your app can affect its popularity. An app under 10MB in size can be downloaded over a 3G network whereas anything over that requires a wifi connection or it has to be downloaded via a computer associated to the device. If you can’t access the app the moment you find it, you may never come back.
Building Downloads
A well-optimised app will still not rank well until it proves to be popular. In order to maximise your potential download figures you should get listed in app directories.
Reaching out to bloggers can be very powerful. We noticed this after we launched Learn Thai and it was picked up by a prominent blog within a few days, skyrocketing downloads. Don’t be afraid to contact bloggers, they need fresh content to write about! Just keep it short, friendly and relevant.
Be social! It is easy to integrate Twitter or facebook connect into the app and encourage users to share their scores, activities or even that they like the app on those platforms with their own audience.
It is also worthwhile asking your more active users to rate the app. If a user has had the app for a while and has used it quite frequently it is worth popping up a simple message asking for a rating or review. If this is done in an unobtrusive manner it should not harm your app at all.
There is quite a lot of information to take in there but I hope I have communicated just how vital it is to plan, research and test your search and marketing tactics to avoid your masterpiece lying unused in the murky vaults of an App Store server.
It's the Third Thursday of the month and the sun has got his hat on!

The Technical Architecture of the Hoxton £1 Sale.
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How do you make money from mobile apps? With all the hype that has surrounded Smart Phone Apps in the last few years it all seems so simple. Design and build a killer app, release it to the various market places and then sit back and watch the money roll in. For some lucky punters this has been the case but the psychology and tactics for successfully making money through apps is nuanced with a few key factors to consider.
Straight Purchase
I won't linger too long on this as it is a pretty simple concept to grasp. Build an app people want, then sell it to them. A word of warning though. Unless your app generates a lot of marketing hype, favourable blog or in-store reviews or charts on the best selling lists for your category then be prepared for fairly barren sales, especially if this app is not an extension to an already established brand. Mobile users do not speculatively part with their cash unless there is some sort of validation that this is the app they are after, normally from ratings from other users. So in order to make money you better be prepared to spend some on advertising and promotion.
Additionally as competition intensifies between app developers a price war has also begun and the Average Sales Price (ASP) of apps has been steadily decreasing over time. Nobody wins in a race to the bottom though so what other options are there?
Make it free?
It does seem counter intuitive to put all of that effort and budget into a mobile app to then just give it away for free, however there are still some benefits to doing this. Apps are frequently bolt ons to existing web services that make it easier for mobile users to access and consume. There is a school of thought that people will start to access the web purely through apps rather than directly through the browser as the quantity of content and noise proliferates users will want some form of filter to it all. There are more than 200 million (of the 600 million total) active users accessing facebook through mobile devices and those that use facebook on their mobile are twice as active as non-mobile users.
So a mobile app is a natural addition to your existing web presence if you want to keep your user base engaged and active. Unsurprisingly free apps also get downloaded a lot more than paid ones, especially on the Android platform so you could also consider this an exercise in brand building as well as facilitating user consumption.
Ad Supported
Including adverts in your app seems like a pretty simple revenue model. There are established Ad platforms such as AdMob (owned by Google), iAd (Apple's own advertising platform) and InMobi which dominates the Asia-Pacific market. However the revenue cuts are not great and in order to really sustain a decent income you need to have a lot of active users for your app. There is no real harm in supporting your free app with Ads aside from a bit of user distraction and the fact they may well click off your App completely if lured in by the marketing (although iAd has the benefit of being completely in app). You could also consider offering a premium service that removes the Ads which your most engaged users will want to take up.
In-app Billing
In-app billing has long been lauded as the answer to the free versus paid debate. Essentially the download of the app is free (which helps maximises the potential user base) and then the app either becomes chargeable for certain features or content. This way users get to try the app out without cost and if they like it can pay for more. It is essential to provide just enough functionality in the demo version to entice the user to try it and then advertise just how much more the user will get when they upgrade to the full version.
Sounds great! But take up of this option has been very slow so far. Bango reported that a mere 5% of the sales it facilitated in 2010 used this method however they also forecast that by the end of 2011 In-app billing will account for 30% of mobile payments as technical limitations that have encumbered developers are gradually resolved.
In-app purchase falls broadly into two camps:
Subscription (The Holy Grail)
Marketers often cite subscribed users as the most attractive as income is predictable and regular (although naturally there is attrition). Each user that comes on board adds to the bottom line created by the previous. The sales cycle is gradually upward rather than peaking and troughing.
Not all apps can warrant a subscription model but if your app provides an ongoing level of service or is a source of valuable fresh content then it should be on your radar. I have heard anecdotally that users are also more open to it rather than a high one off purchase as they feel they can leave at any time and might not spend as much even though they normally end up spending more.
In February Apple and Google raised the stakes by announcing two different “one-click subscription models”, with the key difference being the amount each party will get for each subscription sold. Apple will get 30% for each subscription sold. By contrast, Google's “One Pass” system is a flat 10% charge (i.e., the publisher keeps 90%).
Previously subscriptions were handled externally to the app through a web interface but the ability to do this easily in-app is potentially huge. However the heavy cut that Apple have demanded has prompted a lot of unrest as the 30% cut eclipses many profit margins and Apple have said that there cannot be any "Apple Tax" (where users subscribing through their platform get charged more than anywhere else). This effectively stifles the competition unless there is a complete withdrawal from the App Store. Additionally the subscribing user's data is not released back to the publisher in the same way it would had they signed up direct. That argument needs more time to full play out.
Despite the negative issues Apple now offers an operating system that controls over 100 million high-value consumer accounts all connected to credit cards. Google and Microsoft are also both investing enormous resources in this area as well and are showing more willingness to be flexible to both publishers and advertisers.
The only downside is that users are only happy to manage around 6 subscriptions at any one time so get in quick before the gold rush!
Either way now might be the time to start thinking of your future app business model.