While going over a mobile application brief from a
prospective client the other day with a technical designer, we were assessing
the feasibility of the job on both iPhone and standard java phones. Unfortunately
many of the features required just aren’t possible on one or both of the
platforms. After stripping out all the unworkable elements we were left with a
proposition that delivered much less than originally envisaged.
“If we deliver this, it’s an act of futility,” wailed the
project manager. “Yes”, I replied instinctively, “but it’s an act of branded futility”.
This brings up the whole motivation for creating mobile apps
and other content, and is a regular riff in iPhone seminars and training that I
run. Like all brand activity, some is there to provide you with a “Wow”, a “How
cool is that?” or simply the reassurance that if a company can afford to splurge
millions on this TV creative, then their products must be at least ‘OK’. Then
on the other hand there’s the more difficult and involved process of delivering
something useful but that has a still tangible brand benefit beyond being a
simple service enabler.
In the ‘useful’ category, apps are few in number but can be
very high in quality and, erm, usefulness. Take BA’s iPhone app, a remarkably
simple execution that gives you flight times and updates. It’s look-and-feel is
pretty primitive but it certainly does the job. On a pure sales front, how
about Oasis Fashion app – a clean and clear shop front of their latest
looks. It does a brilliant job of showcasing the new gear and enticing you to
add it to your bag. What a shame that when you come to purchase it routes you
through to a non-iPhone rendered web site to purchase…
On the other hand, we have our throw-away apps there to
create a 30-second frisson of novelty in the style of the now-textbook iPint. I
constantly argue against those who deem these apps a ‘waste of time’. No one
bats an eye at spending £2m on some TV creative, it just has to make ‘sense’
creatively.
Cobra’s iBanter has a range of jokes told full-screen
by some comedy mouths, the gag being that you hold the iPhone over your face
and hey presto, you become a side-splitting comedian. My guess is that this may
not be used frequently in the real world.
Getting it more or less right is Reebok’s trainer-customising
Your Reebok, which does a neat job of customizing your shoe and enabling
purchase, although the sheer weight of the app means inordinate load times and
a very hefty app download. Also the app requires completion of payment online –
why not do the whole thing on the iPhone?
My favourite though, which goes one better, is Lastminute’s Fone
Food app. As well as showing the restaurants in your area, it will also
tell you precisely which have special offers on that minute. Not only is it a
better food finder than the ubiquitous Urban Spoon, but it embodies that most
Lastminute-y of brand values - the up-to-date inside line on what’s going on right now.
Whichever approach you take, I believe there is a further case for apps, which lies in what I call the buttonisation of the mobile. The user, through an effective promotion, a snappy name, or whatever, has been persuaded to take a piece of branded content or entertainment on to their phone. Since my days as a junior mobile creative creating monochrome wallpapers on to Nokia devices pixel by pixel, I've been a great believer in personalising phones, and even now on effective WAP sites like Rimmel's new effort (link, pic) it's still successful. Now though I think that with the added form, function and fun that apps bring, the placement of brands on mobile devices is more powerful and meaningful then ever.
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Tim Dunn is the head of marketing services at Mobile
Interactive Group. Tim has been the architect of many successful
marketing campaigns, helping brands and the public sector exploit the unique
properties of mobile.