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Archive for August, 2011

  • Aug
  • 10

Conde Nast Launches Tatler.com

tatlerUpmarket women’s glossy Tatler has always been the conspicuous absentee from Conde Nast’s stable of websites. That situation was rectified last week with the launch of Tatler.com.

However, the new site – which replaces a static subscription site – offers a limited range of content.  Visitors can get full access to the most recent copies of Tatler’s famous guides – specifically those for Travel, Spas, Restaurants, Schools and Hunting/Shooting/Fishing. They can also browse pictures from the latest society parties on the ‘Bystander’ tab and look at a synopsis of the current magazine and sign up for a digital subscription.  In addition, as the latest edition includes an augmented reality application from Holition allowing readers to ‘virtually’ try on £10m worth of jewellery, there’s the option for readers to download this software from the site.

Websites are always a tricky challenge for magazine publishers – they need to provide enough content to entice visitors so they can generate advertising revenue but not so much that people don’t feel they need to buy the magazine.

This first iteration of Tatler.com is a very cautious first step, and as a result doesn’t really offer enough to draw visitors in. Laurent Perrier is the site’s launch sponsor for the first month but we don’t feel the site will draw enough of a following for many advertisers to follow their lead in the coming months.

There are plans to expand the content offering in future, so don’t rule Tatler.com off your media plans just yet. But we’d suggest waiting until the site has both the content and the visitor numbers to justify your investment.

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By: Carla Burgess

  • Aug
  • 10

Could Augmented Reality Be the Future of Online Fashion?

Zugara_AR_ApplicationAt the beginning of this year, when outlining our digital predictions for 2011, we expected that brands would move from employing augmented reality for pure entertainment and explore ways in which it could be used to deliver genuine utility for their customers. Online fashion retailer Banana Flame has done just that, with the help of a web application created by Zugara.

The concept of augmented reality is simple – taking real world images, usually viewed via a webcam or mobile phone camera, and adding a ‘layer’ of computer-generated information to ‘augment’ the reality. In practical terms, AR software works by ‘recognising’ something in the real world – usually a symbol the consumer is instructed to hold up in front of their webcam or phone. This recognition activates the computer-generated data, usually images, and renders them as part of the ‘real’ image.

To date, AR has been used primarily to entertain and to position brands as innovative and cutting edge. With a few notable exceptions, little has been done to demonstrate that the technology has a commercial future But Zugara’s application takes a large step in the right direction.

Whilst browsing items on the Banana Flame website, visitors see a ‘Got a webcam? See how it looks’ button. Clicking this button downloads the application which starts up the visitor’s webcam.

The visitor then sees the item – be it a top, a jacket or a dress - superimposed over their image on the webcam. If they step back 4-5 ft from their computer, the application picks up their body position and automatically positions and re-sizes the garment as appropriate. Controls activated by waving hands over virtual buttons onscreen allow the user to re-size the garment or move it up or down to fit their outline and to take pictures which they can share with their friends on social networking sites.

The 3 tests of any augmented reality application are convenience, context and utility – does it require the minimum effort to use, is the reality being enhanced relevant and does it provide genuine utility?  I think Zugara’s application ticks all 3 boxes.

The application was fast to download, although once downloaded it wasn’t without it’s idiosyncracies. It clearly uses the eyes to identify the position of the visitor, so those wearing glasses have to remove them (although glasses can be replaced once the application has ‘found’ you so you can actually see the garment in situ) and some of the ‘virtual buttons’ were difficult to operate. Also, the better quality of the webcam, the more visitors are going to get out of the experience – my grainy version made if difficult to envisage exactly what the clothes were going to look like on me.

The likely benefit for Banana Flame is online buzz – there’s no doubt the application is exceptionally clever and fun to use – and perhaps less sales but less returns too, as the application allows users to make a more informed choice about what they order.

Clearly, this is no substitute for visiting a store and trying clothes on for real, but if augmented reality is going to ‘catch on’ in the fashion world, it’s applications like Zugara’s that are going to lead the way.

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By: Carla Burgess

  • Aug
  • 2

Is Facebook Advertising Too Expensive?

facebook-advertisingThe costs of advertising on Facebook are escalating, and escalating fast.

A recent study found that the price of display advertising, purchased on a cost per thousand basis, had grown 45% in Q2 on the same quarter last year. The inflation on ads sold on a cost per click basis was even worse – up 75% on the same period last year.

So what’s happening?

It’s a classic case of demand and supply.  As studies reveal the value of Facebook fans to brands – a prime example being the recent findings from Hitwise that each Facebook fan is worth 20 additional visits to a brand’s website  – marketers are getting increasingly interested in building their followings.  One of the most effective ways to build a fan following is to advertise on Facebook – demographic, geographic and competitor fan targeting means brands can be very precise about who sees their ads.  Hence more brands are diverting funds into the world’s leading social network.  It’s estimated that 30% of overall online display ads are served by Facebook and that proportion is only going to grow.

And this ad price inflation is only going to get worse. As Facebook user growth slows in the UK – inevitable as penetration reaches saturation point – the level of inventory, or supply, available to advertisers will continue to stagnate at the same time as demand, in the form of advertising spend, is growing fast.  When supply is fixed and demand is growing, there’s only one way that price to go.

So is Facebook advertising getting too expensive for premium and luxury brands to consider?

In our view, not yet. When comparing the cost of Facebook advertising with other online display advertising options in known premium environments, such as online magazine sites, it’s still a relatively cheap option. And the value of recruiting a new Facebook fan – in terms of engagement, word of mouth potential and incremental traffic – still exceeds the cost, we believe.

Will this change in the future? Perhaps, but it will take considerable inflation before Facebook advertising becomes poor value, even more so for the most cost effective formats such as Sponsored Stories.

However, clearly the amount of spend that Facebook is swallowing up – estimated to be 18% of overall display ad spend in the US by the end of this year – has the potential to put them in a dominant position which could be unhealthy for advertisers in the long term.  Facebook could be challenged if Google+, which has grown rapidly to over 20m users, and Twitter, which is making determined efforts to broaden it’s user base, can grow to be credible rivals. However, they’re both big ‘ifs’.

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By: Carla Burgess

  • Aug
  • 2

Why Do Most Branded Apps Fail?

angry-birds-iphoneMost marketers’ reaction to the remarkable rise of the smartphone has been to launch their own branded app. But as a recent report from consulting firm Deloitte reveals, most of these branded apps fail.

Although the fact that less than 1% of apps produced by brands are downloaded more than 1m times is hardly surprising, the fact the 80% of apps can’t muster more than 1,000 downloads is profoundly shocking. Serious levels of marketing investment are clearly being wasted.

So where are brands going wrong?

Deloitte themselves espouse the theory that as apps become more popular, and their audience becomes more sophisticated, brands are having to ‘up their game’. It’s clear from their findings that many aren’t.

And branded apps have to compete with other offerings that have come from nowhere to become brands in their own right – the phenomenal success of Rovio Mobile’s ‘Angry Birds’ is a prime example.

Part of the answer may well be, as Deloitte suggest, that brands need to make greater use of smartphone features such as the camera and GPS to build sharing and location-based features into their apps to make them more engaging.

However, the solution is probably simpler than that.

It’s that brands need to build apps that deliver genuine utility to users rather ones that are purely marketing exercises. And if they can’t think what that utility might be, they should spend their money on something else.

Too many brands have jumped on the app bandwagon without a proper appreciation of where mobile fits into their brand’s interaction with its consumers.  As a result, poorly conceived apps are launched with limited utility that unsurprisingly fail to leap to the top of the app charts.

The second big mistake that brands make is to think that the sudden appearance of their brand name in the app store is enough to see downloads soaring.  As with any new product, brands need to have a coherent and logical strategy for promoting their app – at appropriate times and through appropriate channels – if they want to maximise their download potential.

The rewards for brands that do create successful apps are considerable – a constant and loyalty enhancing relationship with the consumers that have taken the time to download and use their app.

But the potential rewards shouldn’t blind marketers to the pitfalls – poorly conceived or delivered apps that can have a negative impact on their brand’s equity.

Too many create apps because they feel like they should and launch something of little use, either because they’re ‘brand’ rather than ‘consumer’ centric or because there was little utility that the brand could offer via an app in the first place.

An app does not equate to a mobile strategy. At best, it should form part of a broader mobile marketing effort.  But marketers should seriously consider before they invest whether an app is appropriate for their brand at all.

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By: Graham Painter

  • Aug
  • 2

The Demographics of Tablet Owners

Man_Using_iPadTablets have been around for over a year but although penetration figures have now been revealed for both the UK and US markets, we still know little about who’s buying them.

However, some of that fog was lifted, for the US at least, by the latest Pew Internet & American Life Project research into mobile device ownership, undertaken in May 2011.

The Pew Study’s penetration figures for the US market largely concurred with  – those already released by Nielsen showing growth from 5% in November 2010 to 8% by the time of the survey in May 2011.  However, as suggested by the Nielsen study, tablet growth, though impressive, was eclipsed by the increased penetration of ereaders which grew from 6% to 12% in the same period.

However, the Pew study looked beyound penetation and incorporated data on owner demographics too. In the absence of equivalent stats for the UK market, these results provide a good early marker for the types of people who are purchasing and using tablets.

Firstly, as expected, the category is male dominated – 10% of US men own a tablet compared to 6% of women. And penetration of tablets amongst men has grown faster in the past 6 months (up from 6% to 10%) than for women (up from 4% to 6%) – not only are tablet owners predominantly male, but the proportion of male owners is growing.

Tablet purchase is also biased towards younger age groups.  Those most likely to own a tablet are aged between 18-29 (12% penetration), followed by those aged 30-49 (9%). However, it’s interesting to note that ownership only falls away sharply amongst 65+s (2%) – penetration amonst 50 – 64s is still a healthy 8%. Clearly, tablets are not just the young person’s new plaything.

The final useful nugget of information the Pew Study reveals is that the most affluent are almost twice as likely to own one vs. the overall population. Penetration amongst those with household incomes above $75k is 17% against 8% for the US as a whole.

This backs up our view that tablets in general, and the iPad in particular, hold significant potential for premium and luxury brands, both in terms of apps and advertising, if they can tailor their offering to take advantage of the specifics of the media i.e. large screen format and interactivity.

It is still early days for the tablet but penetration is expected to continue to rise rapidly – emarketer estimates penetration will almost triple between the end of 2010 and the end of this year. And some publications are starting to post some impressive numbers for their iPad editions – for example, the Times reported 35,000 subscribers for its iPad edition at the beginning of last month, and those subscribers had an average household income in excess of £100,000.

Even with a rapidly growing and affluent user base, and the emergence of some genuinely credible promotional vehicles to reach them, we don’t think the iPad hasn’t arrived as a key vehicle for premium and luxury advertisers yet. But there’s little doubt it will do soon.

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By: Graham Painter