The failure of Mobile Advertising so far….

I tweeted a quote from Eric Schmidt a few weeks ago

"while mobile is growing faster than desktop, [mobile] monetization has not been
optimised yet"

I was quite pleased to see the Head of Google admitting that mobile monetisation (and by that he mostly means advertising) was not optimal, because I have known for some time that currently mobile advertising just does not work for the small mobile web-site owner,  it only makes money for the aggregators such as Google and the small guy with less than 1 million hits per month is getting very small amounts of money.  Even bigger players such as publishers and operators are usually very disappointed with the income they get from mobile advertising.  Why is this?  You just know that this is wrong, it does not feel right. 

The reason is that the way advertising on online and in particular on mobile is done is not the right way.  Today advertising has evolved from the way print and the broadcast media do advertising.  You hear statements that targetted advertising is the answer but targetting means putting a music phone advert in an X-Factor (UK popular Saturday night TV program) ad-break – you know that young music lovers watch X-Factor so you hope they will buy your music phone.  This works for limited number of cases, but not every advertising use case; in fact it’s not optimal; in fact it’s a million miles from being optimum.  And if something is not optimum then its not earning enough money for anyone. 

Search advertising might get closer to true targetted advertising because someone who is searching for something can be targetted for that precise thing.  That is why Google has been financially successful in online advertising.  But, by their very nature we do not use phones as much for search as we do for the fixed web.  We use our phones more for viewing content not searching for it.  A new model is needed for creating targetted advertising on mobile.  This is why Google have resorted to creating their own phone with their own search button, but this is not the real answer for the user, advertiser or website owner; that is just Google’s answer.  What we need is truely targetted advertising, where the targetting is based on what the user is reading, the time of day, their exact location and their history of being interested in similar adverts. Hopefully this will be obvious to those reading this.  If an advert is truely relevant to a reader, it will no longer be viewed as an advert it could be viewed as a service providing useful info and where I can purchase this thing I am interested in.  This is the future of advertising – fully targetted adverts which are fully optimised and will then make money for everyone.  So why is no-one currently doing this?   I think that people are only now waking up to these ideas and how significant they really are.  Social sites such as Facebook also provide some targetting data and are toying with getting location information from users (in an inefficient way), but again it not opimal.  Let’s say currently mobile advertising is only 5% efficient and that with full targetting it is possible to get to 80% efficiency (both made up numbers but hopefully you get the idea), there is a lot of improvement and money to be made in this area.

 

 

 

 

SWF2Go Professional 2.6 – Now Available as Free Trial

We are proud to announce another update of our flagship product SWF2Go Professional. This new version now natively supports latest Symbian based devices, such as Nokia N8, C7 etc.

What are you waiting for? Go ahead, and download the trial and see how easy it is to publish Adobe Flash Lite based games and applications to Ovi Store.

Also, you might like to see what kind of games are already made with SWF2Go and are available on Ovi Store. Check out some great games by Breakdesign at http://store.ovi.com/search?q=breakdesign

The biggest advantage of SWF2Go is that it’s completely standalone product. You just install it, and click the Build Project button. It’s that simple!

Download now and let us know what you think, or you might like to showcase your new game or application on our website :)

// chall3ng3r //

New Nokia Qt SDK adds preliminary support for Qt 4.7

Nokia is streamlining development platform to Qt. Since the past few weeks, a number of new Qt tools has been made available. Forum Nokia blogs has a full story on this. 

As for developer, what are the new stuff? First, we have the Nokia Qt 4.7 for Symbian 3 Developer Version , a package based on Qt 4.7 where QtQuick
is the key feature. As additional bonus, the package contains the
QtOpenGL module, offering an OpenGL ES based graphics system for
Symbian. This package contains a IDE similar to Qt and can be run on its own.

Since yesterday, a new Nokia Qt SDK is downloadable at http://www.forum.nokia.com/info/sw.nokia.com/id/e920da1a-5b18-42df-82c3-907413e525fb/Nokia_Qt_SDK.html.

This new Qt SDK V1.0.2 adds preliminary support for Qt 4.7.  Another good point is that Windows 7 64 bit is supported. Previously i have to run my Qt on a windows xp virtual pc 

 

Got 4.7 Working Using NokiaQtSDK and Qt for Symbian

I built several simple examples that used Qt 4.7 features and ran on my N8 phone. What was more interesting to me was downloading some QML programs to the phone and running them using the qmlviewer included in the zip file above that contains the device libraries. 

Here are the steps I used to get Qt 4.7.0 on Symbian working with the abbreviated SDK that comes with the Nokia Qt SDK version 1.0.1:

1) Download the Qt 4.7.0 for Symbian 3 SDK and device libraries from the Qt and Forum Nokia Sites:

Qt 4.7 Open Source for Symbian S60

Symbian Qt 4.7 SIS files 

2) Download and install the NokiaQtSDK version 1.0.1 from the forum nokia site:

Nokia Qt SDK Version 1.0.1

3) Once it is installed copy the directories c:\nokiaqtsdk\symbian\SDK\epoc32 and c:\nokiaqtsdk\symbian\SDK\perl to another SDK directory. I installed mine in c:\Qt\4.7.0\Symbian\SDK.

4) run the qt-symbian-opensource-4.7.0-s60.exe installer and select the option to install into other sdks. You will be given a list of empty install locations. Enter your SDK directory into the first one. This will overwrite Qt in that SDK\epoc32 directory (e.g. enter c:\Qt\4.7.0\Symbian\SDK) and install Qt into C:\Qt\4.7.0.

5) run creator and under the tools menu, select options and navigate to the qt tab on the left. Add a new version of Qt to creator. The qmake file will be in c:\Qt\4.7.0\bin\qmake.exe.

6) Fill in the remaining fields (leave the carbide field blank). The SDK field should be c:\Qt\4.7.0\Symbian\SDK and the CSM/gcce field should be c:\nokiaqtsdk\symbian\SDK\gcce (there is no reason to copy the gcce directory.)

7) unzip the Qt_4_7_for_Symbian_3_Developer_Version_v1_0_en.zip file. Inside are two more zip files. Unzip the Qt 4.7 for symbian^3.zip file and install all the sis files to your phone. If you have OVI suite installed, you can do this by double clicking on each sis file and then following the install directions.

Now you have a complete setup. If you installed the qmlviewer.sis you can download QML applications to your phone and run them. To download the qml files, exit from OVI suite and use your phone as a mass storage device.