June 25, 2009

Quattro Supports Application Developer Choice

Many of you have read about AdMob’s decision to no longer support mediation players in the application developer space. Below is a letter that we sent to an application developer community, detailing our position.

An Open Letter to iPhone Developers Meetup from Andy Miller, CEO Quattro Wireless

Since so many of you have reached out to me personally to discuss Quattro Wireless’ position on AdMob’s decision to no longer support mediation players in the app space, I wanted to take this opportunity to address the developer community as a whole with this open letter.

As many of you know Quattro Wireless is a leading ad network serving billions of impressions a month worldwide in apps and mobile web sites big and small. From day 1 we threw our support behind mediation players like Mobclix, AdWhirl and Tapjoy as we felt that companies like these got it, accurately represented the needs of the developer community and served a vital role in the monetization strategy of this exploding space. Many of you have found Quattro directly and signed up at our website. Many more of you have come through the folks listed above and are (hopefully) enjoying our ad flow and innovative ad units.  Mobile in-app advertising is in its nascency. We believe there are, and will be, many strong choices for developers to monetize their apps. Choice, ease of integration and control are the keys to helping this industry prosper. Quattro Wireless will continue to support the mediation players in addition to our own direct developer efforts. Our hope is to grow this space alongside of your innovative work.

Happy to discuss one on one with any of you. amiller at quattrowireless dot com

March 18, 2009

Apple iPhone OS 3.0 and The Great iPhone Ecosystem

Eswar Priyadarshan, CTO

Apple previewed its iPhone OS 3.0 software yesterday, revealing a bunch of new features.

On the consumer side, more than 100 new features will be available to iPhone and iPod touch users this summer, including cut, copy and paste; MMS; landscape view for mail, text and notes; stereo Bluetooth; syncing Notes to the Mac and PC; Push notification for Email and IM and parental controls for TV shows. Push Notification brings iPhone closer to the Blackberry world for messaging apps.

For app developers, the game-changing feature set is the combination of Subscription Billing and the ability to sell stuff directly from within the app using iTunes Billing. Why is this game-changing?

The combo of Subscription plus in-app Billing essentially extends the ‘consumer lifetime value’ for app consumers and provides many more business model permutations.

    On the game app side, rather than buying the app for $2.99 now and playing for a while and discarding, users could buy a monthly Subscription to the app for $2.99 and get upgraded features every month or the user could download a free version of the app that only goes to Level 2 of the game and have to pay 99c within the app to upgrade to the next 5 levels.

On the media/content app side, rather than paying $2.99 for a Blip.tv app (as a made-up example) for the top Blip episodes, you could end up downloading a $2.99 Blip.tv subscription that has all hot episodes included but an extra $1.99 per Featured show.

For those familiar with the mobile content/ringtone space, Subscription plus in-app billing may mean that the Thumbplay etc ringtone guys now have a play in iPhone, with $9.99/month subscription apps for 5 ringtones/month and $2.99 for extra.

We are fortunate to be working in a space where in some ways the whole ‘ecosystem’ is innovating faster than any one player – makes us all race to catch up with each other but also means lots of consumers and media company interest and $$.

Eswar

 

 

March 16, 2009

Quattro Wireless Captures Explosive Audience and Market Share Growth

Andy Miller, CEO

Quattro is mobile’s trusted ad network.  Sure, we serve up advanced technology and innovative methods.  We make mobile accessible and turnkey.  We are committed to transparency.  We are tireless in service excellence.  It’s what we do and how we do it.  But, the most important aspect of our network is our partners.  It is a cliché, but our partners truly are our success. 

Our premium publisher partners have helped us become the largest premium publisher network in the world. Quattro currently serves billions of quality brand and direct response impressions a month to over 25 million unique monthly visitors.  Our advertising and direct response marketing partners have given us incredible momentum by trusting us to manage over one thousand campaigns last year.  We are leading the mobile advertising industry with innovation, transparency, technology and reach.  And, because we are that kind of business, today we have announced a Quattro milestone with $10 million in Series C funding from Highland Capital Partners and Globespan Capital Partners. 

It is a fitting announcement on the heels of our recent International expansion (hundreds of new partners in 15 new strategic markets in 2 short months), our Microsoft Atlas strategic partnership (simplifying media tagging and tacking on mobile), our continued premium publisher network growth (30x impression growth from January to December 2008) and our incredible momentum with Fortune 500 advertisers and leading direct response marketers.  Seeing the trust you all have put in Quattro to help maximize your advertising spend made it easy for these investors to do the same with their investment dollars.

We will earmark the new raise to accelerate international growth, continue development and fine tuning of our industry-leading predictive mobile targeting technology and to scale our business with new strategic hiring both domestically and internationally.  These plans, already underway, are dedicated to making our business better for our partners.  Like you.

I know none of you are shy, so please continue to reach out to me at amiller at quattrowireless dot com and let me know how we can do better, what your core unmet needs are and how we can build a business together.

We look forward to making great headlines together in 2009, and as always we appreciate your trust.

Best,

Andy Miller

CEO


February 16, 2009

iPhone And Mobile Application Best Practices

Eswar Priyadarshan, CTO

The Apple iPhone revolutionized the mobile industry in 2007 by launching a full-featured portable computer complete with a built-in cell phone and high-speed Internet connection.  Apple’s subsequent launch of an iPhone App Store and accompanying application development platform took the revolution to the next level – the App Store now has over 15k  applications in every category imaginable.  Other mobile device vendors like Research In Motion, Google, Nokia and Microsoft have all quickly followed suit with their own mobile application stores and development platforms.

You cannot just build it and expect people to come to it.  The successful build of an iPhone or other mobile application demands best practices.

The best iPhone apps usually succeed at doing one thing very well:  they promise the end-user a specific piece of functionality and deliver on it in a simple yet comprehensive manner.   Whethera Tip Calculators, a portal for US Historical document archives or  a 2-player Air Hockey games, these apps succeed because they promise and deliver on one very cool or very useful thing.

Second, a great app isn’t just a repurposed web site with a slapped-on iPhone GUI. Typically, it is built from the ground-up to be rich, fast, personalized and very interactive and fetches content from the Internet only when it has to. It leverages the touch user interface, it capitalizes on the brilliant and crisp display, it dares to be fun by encouraging you to ‘shake it’ with the accelerometer and it unobtrusively slips out and fetches new content from the Internet.

Finally, a great app is working hard to establish a clear brand identity from all the other me-too apps out there.  The good news here is that if you followed the first two pieces of advice, you are likely to garner great user reviews, which is great leverage in staying ahead of the app pack.

 

August 12, 2008

Best practices for building iPhone-adapted mobile sites

Eswar Priyadarshan, CTO

 Featured in Mobile Marketer's "Classic Guide to Advertising" on August 5, 2008.

This year will be viewed as the year that the mobile Web went from a question mark to a reality, thanks to the Apple iPhone and its full Web browser capability.

Since the iPhone’s launch, mobile Web traffic statistics from AT&T, Google and the Quattro Network show that the iPhone audience is one that should be catered to and capitalized upon as new and active browser territory.

Yet despite the preponderance of mobile Web usage on the iPhone, there is still an opportunity to enhance the experience.

To see what I mean, check out the iPhone-specific sites for companies such as Facebook (http://iphone.facebook.com), LinkedIn (http://iphone.linked.com), CollegeHumor (http://iphone.collegehumor.com) and Realtor.com (http://iphone.realtor.com).

Compare them to their “wired” companions on an iPhone. I think you will agree that the wired equivalents are comparatively difficult to browse.

The adapted versions of these same sites show a giant leap in site usability and performance with optimal content layout, intuitive navigation, better display and navigation for ads without sacrificing any of the site content.

Let’s drill down into the design choices made by these iPhone-adapted sites and provide a rationale for the decisions.

Lightweight pages

The average 300k wired Web page will take about 90-100 seconds to download fully on an iPhone on the AT&T EDGE (2.5G) network.

It will take 30 seconds to download on the faster 3G network when AT&T and Apple upgrade completely from 2.5G to 3G. A useful page size rule of thumb is to assume three seconds for every 10k of page content on an EDGE/2.5G network and slightly below 1 second per 10k on a 3G network.  Assuming you want to have your pages load in the 3-7 second range, you should set your page size metrics to be no more than 25k-30k – thus allowing for more data because of image content in your pages.

One finger/thumb navigation

The iPhone provides a very powerful pinch-and-zoom technique to drill down within a page, but the user gesture requires two hands for page navigation.  Given that mobile navigation is primarily done with one-hand (e.g. the other hand is holding a cup of coffee), it is important to be able to navigate a site primarily by thumb scroll and tap.  Additionally, image galleries can be made much more interactive by leveraging the iPhone browser’s JavaScript capabilities to provide a dynamic click-and-zoom capability for individual images.

Fewer, more prominent ads

One of the issues of having a wired Web site rendered as mobile in the iPhone browser is that the ads on the site appear small, illegible and difficult to click-through.  Reduce the number of ads on the page – perhaps down to three to four, placed strategically along the page scroll – and ensure that the click-through is easy and prominent.

Absence of Flash

The iPhone does not run the Adobe Flash Player. Recent statements from Steve Jobs, CEO of Apple, indicate that it is unlikely to ever run the Flash player. You therefore have a dead-zone for all the Flash sections in your site.  You should consider replacing the Flash sections with Ajax-equivalent interactive content.  iPhone users are increasingly getting used to and coming to expect a quality and snappy user experience from their favorite sites.  Consumers may not know or care that the site was adapted for the iPhone. But based on traffic patterns that we have observed on our network, your extra effort will be amply rewarded with more repeat visits and deeper page views per visit.

August 01, 2008

Mobile Browsers In A Hybrid World

Eswar Priyadarshan, CTO

iPhone 2.0, iPhone 3G, iPhone applications and the arrival of mobile browsers like Skyfire are prompting a lot of questions about the future direction of content adaptation for mobile and mobile advertising. As an entrepreneur who thrives in times of change, it is awesome to be wrestling with these huge strategic questions in a fast-moving, extremely visible space with lots of innovation and marketing dollars (and Euros, and Yuan and Rupees) at stake.


Let’s start with the full browser on the phone. Skyfire seems like the real deal (at least from the videos on the Skyfire site) – supporting all major Web content types with slick performance to boot. Safari on the iPhone just got a boost with 3G speeds and Blackberry will be arriving soon with a full Webkit-based browser (same as Safari). So is this good or bad for mobile adaptation specialists like Quattro Wireless?


I think it’s great that we’re getting real Javascript/Ajax browsers on mobile. It will make our creative and development lives much easier – basically we win on the mobilization side if we blow away both publisher and advertiser expectations on what mobile could be for them – what better way than if we had a real browsing platform to build on.


As for the publisher/advertiser who wants to leave their site alone because they don’t believe they have to adapt? The most compelling argument we can make to them is to show better click-thrus and higher ad revenue/eCPM on an adapted site versus an un-adapted one.


We’re working on such a study within Quattro right now (more to come soon) but the intuitive argument is pretty simple – take your average 1024x768 designed wired web page with perhaps 5 ad slots from Doubleclick, Google Syndication, AdBrite and the like – that works out to about 15-20 ads per page. Can all the ads actually be seen on a small display? Can the text CPC ads be read? Why have wired-targeted, wired centric ads that point to wired centric landing pages when you could be bringing in mobile targeted and mobile specific ads (with higher payouts) with smaller, lighter landing pages and microsites? Once you buy that mobile-targeted ads might be a good thing to try, shouldn’t you adapt your overall content user experience a bit with fewer ads and better targeting and placement?


What about the threat or promise implied by the iPhone application platform?

When I play Texas Hold’em on the iPhone, I realize that what I have in my hands is a whole new mobile content paradigm and it just throws out what we know about apps/Flash/web/mouse/trackball and replaces our old phone-with-data quaint notions with a handheld, touch-screen computer that happens to be a phone.


I believe that the new mobile platform, as now defined by iPhone 2.0, will be embraced by major media and consumer companies as their handheld portal or integrated remote-control – they should all race to provide their full content catalog within branded apps - especially the video catalog – perhaps with subscription, sponsorship and advertising tie-ins to their TV and cable offerings. I would expect to eventually see the phone app have remote control capabilities to drive what’s playing on the closest household TV or airplane seat TV monitor – maybe knocking off one of the 3 screens (Web) down to 2 (mobile and television). Of course, they’ll have an adapted mobile web site as well but it may be where a subset of the content catalog resides (e.g. the popular stuff).


What this means for mobile content and advertising platform providers like us is to realize that we have to adapt to a hybrid world where both browser-to-server and full-feature-app-to-server co-exist and where we should support the bigger matrix of content revenue models that these hybrid experiences open up. Like I said at the outset, it’s awesome to be wrestling with these questions – since behind them lay huge opportunities to add real value.

July 25, 2008

The Mobile Phone OS Playoffs

Eswar Priyadarshan, CTO

If the various mobile phone OS vendors were to be considered professional sporting teams, I think it’s safe to say that the playoffs have begun with the Nokia acquisition of Symbian. Here’s my rundown of the top playoff contenders (the Power Rankings, so to speak) and as an added bonus, since the playoffs are all about the matchups at key positions, I will elaborate on key matchups between the teams.

You may be shocked to read this, but I must nominate Nokia as the top seed simply by respectfully acknowledging the 40% worldwide handset market share for Nokia plus the 5-10% additional market share for other Symbian-based handset vendors such as Sony Ericsson.

The other top tier players and likely never-say-die contenders are Microsoft with Windows Mobile, RIM with the Blackberry platform, Google with the new Android platform and Apple with the Mac OS platform on iPhones.

When you see this list of contenders, you may be tempted to conclude that this playoff season may never end, resulting in five fundamentally different platforms for the foreseeable future. I think that the ultimate deciders of which of these platforms remains will not be the wireless carriers or us consumers, but rather the unaffiliated handset vendors like LG, Samsung and HTC – the companies who will build for any mobile OS as long as they can make a volume-based profit.

What about standards-based platforms like J2ME (Java 2 Mobile Edition)? What about the rush to open source all of these platforms as is being done with Android and LiMo? I think that the mobile application and OS environment is too nascent to derive any true competitive benefit because you proclaim that your platform is standard or open. And the guys subsidizing the price of the devices, the handset vendors and wireless carriers, ultimately want someone with deep resources to call when they have an issue or want a new feature – and certainly not participate in some open forum where they reveal precious roadmap secrets to all comers.

So there you have it – top six playoff contenders named Nokia, Microsoft, Apple, RIM and Google. What about the key matchups?

I organize the key matchups around the key constituents that the OS contenders must cater to – consumers, wireless carriers, handset vendors and finally, application developers.

Apple obviously leads with the consumer, or does it? Does it actually lead with a specific class of consumer – someone who can spend approximately $2000 over a 2-year period to own a beautiful piece of mobile functionality? Because if you ask the ‘who leads with the most consumers – and why?’ question the matchup goes to Nokia, who makes very functional and affordable devices for a billion-plus people around the world. By the latter metric, Nokia remains the leader in this matchup category.

As for the wireless carrier driven matchup, Google jumped in hard with a truly open approach to cater to carriers (and device makers) with low to minimal platform licensing fees but they have hit a few carrier-related snags that are pushing the Android launch out. The first snag is the carrier demanding UI customization (as Sprint has reportedly done) that fundamentally changes the phone UI from baseline Android. The second snag is something that bites most software companies, its just surprising to see Google join the club – difficulties porting the platform features and functions to Chinese multi-byte character sets for China Mobile.

RIM, on the other hand, has always done a masterful job of catering to the carriers despite stepping out and creating its own consumer identity with the Blackberry family of devices. I wonder if RIM’s next major move should be to license the Blackberry platform to other device vendors as a way to leverage great carrier distribution and relationships and dramatically expand market share.

The handset vendors obviously loathe licensing software platforms from other handset vendors – even if the licensing cost was free. The only two contenders who do not make phones are Google and Microsoft. Until Google ships Android in volume, the matchup winner in this category therefore has to be Microsoft. Unfortunately, Windows Mobile is a usability clunker, at least in my opinion, and is but a minor cog in the giant Microsoft wheel, so I’d day Google will win this matchup in very short order.

The final matchup is for the hearts and minds of people like me, the developers. I honestly have to confess to being completely underwhelmed across the board. As a modern Java (or .NET) shop, do I really want to hire back-to-the-future specialty C/C++ developers to code to the Microsoft, Apple or Nokia platforms? Do I train my existing Java developers to code to the proprietary Google or RIM Java APIs? And if I spent these developer dollars, am I assured that the apps I have built will actually work across the specific family of devices?

Given these thorny (and costly) issues, my mobile developer view of this matchup is to write-in a new contender – the mobile internet browser on the phone. There’s an actual “stack” of features and functions I can design for and code to around the mobile browser – simple pages for simple phones and rich Javascript-driven pages and features for iPhones and the like – with my developer cost and training requirement being that I teach a standard HTML/CSS/Javascript Web Developer all about mobile.

My conclusion is that while the playoff contenders are all global technology heavy hitters, there really isn’t one that is a clear first or second place finisher across all key matchups. All this points to several more years of jockeying, working on higher layers of platform usability, finding ways to get developers more involved and excited and constantly courting device vendors and wireless carriers with cost or customization incentives. For us mobile veterans, it seems that the plethora of platforms song will remain the same.