Mobile

posted 02/23/08 by Rick Webb

Oh man things are getting crazy over here. The world’s goin’ to the small screen. The third screen. Oh boy, it’s crazy. And it’s changing. We wrote a whole mobile POV a year ago that we had been using for a long time. It seems really funny in some places now. Like this passage:
Mobile phone marketing is really cool, but don’t freak out if you don’t have an angle on it yet. It’s in its talking head phase, no one’s done anything super awesome with it yet, and unless you’re actually selling mobile phones, you don’t absolutely need to do this. Yet.
Ha. Well, that was taken care of. Thank you Apple.
Some parts, though, are still relevant. Some things are still true:
All right. Think about the 1980s and their obsession with “special effects.” Started with Star Wars. Star Wars came out and every agency under the sun felt like they needed some crazy special effects. Next came the Genesis Effect in Star Trek 2, and everyone wanted to use a computer. Tron came out, and it got worse. This kept going right on through Kyle Cooper, RGA, the Matrix and Toy Story. Sometimes spots that used these technologies were dead on brilliant (Apple’s 1984 stands to this day as a masterful spot and you don’t even think about how special effects made this possible). But for every 1984 there was some agency making an incomprehensible jumble of special effects because they could. For me, the early HBO bumper comes to mind. Why again was that giant, silver metallic HBO flying over that computer-generated city? And what was WITH those horrible, animated clips that we had to sit through in movie theaters all through the 80s?

This is what interactive technology – and especially mobile – is like now.

There’s almost a state of panic out there, right now, involving mobile technology. In our 360-obsessed advertising climate, as soon as a new advertising medium bubbles up to our consciousness, it is hard to resist immediately delving in. It’s easy to feel like your client or your agency is missing the boat on some awesome new advertising opportunity.

To some extent this is true, but it’s important to keep in mind that without a logical application of your overall brand strategy, the whole point is moot.
Even with the advent of the iPhone, so far, this is still basically true. But the iPhone is changing this, along with the wider acceptance of smart phones in general. We’re getting closer to the day where it’s becoming mission critical. Are we ready? Yes. The iPhone component, especially, has played nicely to our strengths, already having a robust love of the Mac OS and the Cocoa development platform, on which the iPhone SDK is being based. More on that soon. Do we have ideas? Yes. If you’re ready to start thinking and talking about the ramifications with your brand, and what can be done, we are here for you.

Here are some recent posts from our employees about Mobile:

Master Class at the Boards Summit

I’m giving a master class on using web technologies to create rich user experiences for mobile devices at the Boards Summit next week. The crux of the class is that the siren’s call of creating a custom iPhone application should, more often than not, be resisted in favor of creating custom mobile web sites. A well-crafted mobile site can work on more than just the iPhone while still allowing access to advanced device features like GPS and the accelerometer. Come on out for a crash course on cutting edge web tech peppered with concrete examples and case studies.

Today: TBG Park(ing) Day!

TBG New York is out working from the streets RIGHT NOW. We’re partaking in Park(ing) Day. Stop on by, say hi, and get yourself a free website.
We’ll be on Grand between Broadway and Mercer all day today.

Matt Gemmell's Guide to iPhone Development

If you’re interested in iPhone development, check out Mr. Matt Legend Gemmell’s Emergency Guide.

Raven Zachary is Wicked Smart

If I were a brand, I’d go to an established game developer and see if I could sponsor a game under development or have them create custom version of a game already out.
I’ve had the same position on branded games (and branded apps… and sites…) for a long time.
I don’t think people typically care about games (or apps) made by brands – especially if the concept has anything at all to do with the brand. There are some exceptions, but they’re rare. If you think your brand is the exception, prove it: build a highly-optimized mobile site and show that people want to engage with you at all from their mobile devices.
If folks do engage, passive sponsorship of (and strong PR around) an in-progress game or app with good legs and a lot of value to users is a great move. Saying, “Hey, we brought you a great game at a lower cost by sponsoring it.” with PR (versus splash screens and heavy branding inside the game) is going to get more traction than anything else.
In the article, Jon Epstein says:
Branded games on the iPhone, if done correctly, can have a great impact.
I guess I’d like to see some numbers, and some analysis of how the branding was done, how the audience was modeled, and how the gameplay and download stats coalesce.

The Push-Notification-Pocalypse

I’ve been thinking a lot about the potential abuse, misuse, and overuse of push notifications on iPhone OS 3.0. I wrote about it on my site: Badge Blindness and iPhone Push Notifications.
Warning: I use a colorful word or two and disparage digital advertising. Needless to say, my views don’t necessarily represent those of my employer, colleagues, or industry. But you know I’m right.

When iPhone Apps Annoy

Forbes wrote a great article on Toby’s Web 2.0 Expo talk on annoying interface patterns that iPhone developers should avoid.
Way to go, Toby!

Web 2.0 Expo

Ha so I probably should have written this last week. But Toby is talking at the Web 2.0 Expo in SF RIGHT NOW on iPhone apps and poor design decisions. The twitter chatter seems like everything’s going well!
Good job Toby!

Emoji Tales

Have you ever needed to say something, but felt that you just had too many words to say it with? Something like, “Hamburger [plus] Hamburger [equals sign] Smiley face. Poop!”? It’s out of this necessity that Emoji Tales was built. Emoji Tales allows you to construct short, profound, stories and truisms from the much ballyhooed emoji symbols used by the iPhone. Common use-cases might include, drafting a resignation, professing your love, or explaining your husbands death to loved ones.
But it doesn’t stop there friends. If you use Twitter to “tweet” the URL of your Emoji Tale creation, tag it with #emojitales. These tweets will be collected and re-tweeted by @emojitales for everyone to enjoy.
Thanks to Robert for creative direction, production gruntitude, and an unhealthy knack for hilarious Emoji Tales.