Mobile Social Computing Adds Trust To Marketing€¦ · Mobile Web users are more than five times more likely to publish a blog, nearly five times more likely to upload photos to
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Forrester Research (Nasdaq: FORR) is an independent technology and market research company that provides pragmatic and forward-thinking advice about technology’s impact on business and consumers. For 22 years, Forrester has been a thought leader and trusted advisor, helping global clients lead in their markets through its research, consulting, events, and peer-to-peer executive programs. For more information, visit www.forrester.com.
© 2008, Forrester Research, Inc. All rights reserved. Forrester, Forrester Wave, RoleView, Technographics, TechRadar, and Total Economic Impact are trademarks of Forrester Research, Inc. All other trademarks are the property of their respective companies. Forrester clients may make one attributed copy or slide of each figure contained herein. Additional reproduction is strictly prohibited. For additional reproduction rights and usage information, go to www.forrester.com. Information is based on best available resources. Opinions reflect judgment at the time and are subject to change. To purchase reprints of this document, please email resourcecenter@forrester.com. 44726www.forrester.com
For Marketing Leadership Professionals
EXECUTIVE SUMMARYGen Yers spend as much time on their mobiles as on the Web for personal reasons. Most of this time is spent sending and receiving text and picture messages, but with more than half also using social networking sites, the likes of Facebook and MySpace have now launched mobile social computing sites, and new mobile networks like Zingku are popping up.
THE MOBILE CHANNEL WORKS FOR A YOUNG AUDIENCE
Marketers can use the various mobile social technologies to communicate brand and develop communities. The emerging mobile social channel is particularly valuable to firms that:
· Serve a connected audience. Gen Y consumers, but also niche markets like soccer moms and business travelers, are most actively using this new channel.
· Have the right brand positioning. The channel supports brand attributes like “innovative” and “young,” but firms can also use it to raise brand value using location-based or time-critical functions like online competition updates.
· Can support mobile social technologies. Current mobile technologies include social networking, media sharing, microblogs, social mapping, and tagging.
R E C O M M E N D A T I O N S
CHECK TO SEE IF MOBILE SOCIAL COMPUTING IS FOR YOU
Mobile social computing is a cross section of mobile services — brand communication with customers via text messaging or the mobile Web — and social computing — consumers exchanging text and rich media with one another. Brands like Heineken, whose audience, brand, and technology match this medium, should combine the trust and intimacy of peer networks with action-oriented mobile entertainment, for instance, with multi-user mobile games and competitions.
I encourage you to read the full report below.
Jaap Favier, Vice President & Research Director, Marketing Leadership Research
January 9, 2008
Mobile Social Computing Adds Trust To MarketingSocial Computing Goes Mobilean introduction by Jaap Favier
Making Leaders Successful Every Day
December 3, 2007
Social Computing Goes Mobileby Vidya Lakshmipathyfor Customer Experience Professionals
© 2007, Forrester Research, Inc. All rights reserved. Forrester, Forrester Wave, RoleView, Technographics, and Total Economic Impact are trademarks of Forrester Research, Inc. All other trademarks are the property of their respective companies. Forrester clients may make one attributed copy or slide of each figure contained herein. Additional reproduction is strictly prohibited. For additional reproduction rights and usage information, go to www.forrester.com. Information is based on best available resources. Opinions reflect judgment at the time and are subject to change. To purchase reprints of this document, please email resourcecenter@forrester.com.
For Customer Experience ProfessionalsIncludes data from Consumer Technographics®
EXECUTIVE SUMMARYWhat happens when you combine Web-based social technologies like Facebook and Flickr offering mobile capabilities with the pervasive use of cell phones by young consumers? A surge in mobile Social Computing. Our research uncovered five different types of mobile social technologies: mobile social networking, media sharing environments, microblogging, social mapping services, and mobile tagging. To decide whether firms should get in on the action, Forrester developed a mobile Social Computing readiness self-test that examines two key questions: Are your users ready? Is your brand/product strategy appropriate? Companies that are considering mobile Social Computing deployments should first take the self-test and fully understand their value proposition.
TABLE OF CONTENTSYoung Consumers Push Social Computing Mobile
Mobile Social Technologies Come In Five Varieties
Assess Your Readiness For Mobile Social Computing
RECOMMENDATIONS
Succeed With Mobile Social Computing By Designing The Right Technology
Supplemental Material
NOTES & RESOURCESForrester interviewed 14 vendor and user companies, including Dodgeball, Helio, LocaModa, MocoSpace, Molecular, Orange, PadPaw, Resource Interactive, RGA, Socialight, Sprite, Synthesis Studios, Urban Interactive, and Yahoo!.
Related Research Documents“The Gen Y Design Guide”December 3, 2007
“Gen Y Is Truly Different; Design Accordingly”November 6, 2007
“Objectives: The Key To Creating A Social Strategy”October 9, 2007
“Best And Worst Of US Mobile Site Design, 2007”August 27, 2007
December 3, 2007
Social Computing Goes MobileWhen To Use The Five Varieties Of Mobile Social Computing by Vidya Lakshmipathywith Bruce D. Temkin and Andrew McInnes
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© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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YOUNG CONSUMERS PUSH SOCIAL COMPUTING MOBILE
The recent influx of sites like Facebook and MySpace into the mobile domain and the recent move of Internet heavyweights like Microsoft and Google into the Social Computing domain is calling a lot of attention to mobile Social Computing.1 But mobile social technologies, while generating a buzz, are still only used by a niche audience. So why is there so much interest? Because mobile Social Computing hits a clear need — especially with young consumers. Here’s why:
· Gen Yers live on their cell phones. Walk into any Gen Y hangout and it’s obvious, today’s younger generation won’t be caught dead without cell phones. Not surprisingly, young consumers report that they spend their free time online, watching TV, and on their cell phones. They spend even more time on their cell phones than they do using the Internet for personal purposes (see Figure 1).2 What are they doing on their cell phones? Looking at responses from youngsters with cell phones, 72% say they send and receive text messages, 41% send or receive picture messages, and 40% download ring tones (see Figure 2).
· Mobile data users are active Social Computers. Consumers who use the mobile Web at least monthly are far more active with all types of Social Computing than their non-data using peers. Mobile Web users are more than five times more likely to publish a blog, nearly five times more likely to upload photos to a public Web site, and 11 times more likely to add tags to Web pages (see Figure 3). Not surprisingly, Social Computing activities are also particularly popular with young consumers. Fifty-seven percent of consumers between the ages of 12 and 18 say they use social networking sites at least monthly (see Figure 4).
· Active mobile users are willing to do more. Mobile data users are a prime market because they are active users of technology — especially their cell phones. How can you tell? They are more satisfied with most aspects of their cell phone experience (see Figure 5). Letting those users experiment with mobile social networking can be advantageous for both the carriers and content providers. Not only does it drive up data usage for a population that is a little less sensitive to cost, it offers another means for users to communicate with people in their network, companies with valuable information, and potentially other, non-data users.3
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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Figure 1 Consumers Are Digitally Connected
Source: Forrester Research, Inc.43978
Base: US online consumers
Boomers and Seniors (42 and over)Gen X (28-41)Gen Y (18-27)
Source: Forrester’s North American Technographics® Benchmark Survey, 2007
Watching TV10
1113
Listening to the radio(not online)
77
6
Using the Internet forpersonal purposes
98
6
Using a cell phone9
63
Watching DVDs or VHS(e.g., movies, TV shows)
64
3
Playing video games4
21
Using a PC at home (includingtime using the Internet)
1199
“In a typical week, how many hours do you spend doing each of the following?”
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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Figure 2 Gen Yers Live On Their Cell Phones
Source: Forrester Research, Inc.43978
Base: US consumers who have a cell phone
Boomers and Seniors (42 and over)Gen X (28-41)Gen Y (18-27)
Source: Forrester’s North American Technographics® Benchmark Survey, 2007
“How frequently do you do each of the following activities on a cell phone or wireless device?”(Percentage of consumers that engaged in these activities at least monthly)
72%50%
21%Send or receive text messages
22%17%
10%Send or receive email
41%28%
12%
Send or receive picture messages(MMS)
22%10%Use instant messaging
20%12%Download games
5%
4%
40%24%
10%Download ring tones
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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Figure 3 Mobile Data Users Are More Active With Social Computing
Source: Forrester Research, Inc.43978
“How frequently do you do each of the following activities?”(Percentage of consumers that engaged in these activities at least monthly)
Base: US online adults
Non-usersMobile Internet users
Source: Forrester’s North American Social Technographics® Online Survey, Q2 2007
Publish, maintain, or update a blog
Upload video you created to a publicWeb site (e.g., YouTube, MySpace)
Upload photos to a public Web site(e.g,. Flickr, Photobucket)
Post ratings/reviews of products or services(e.g., on Amazon, Epinions, Yelp)
Add labels or “tags” to Web pages, onlinephotos, etc.(e.g., del.icio.us, Flickr)
“Vote” for Web sites online(e.g., Digg, Reddit)
Use Twitter
39%7%
38%4%
44%9%
42%7%
35%3%
33%3%
29%1%
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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Figure 4 Young Consumers Are Active Social Computers And Mobile Data Users
Source: Forrester Research, Inc.43978
“How often do you do these activities online?”(Percentage of consumers that engaged in these activities at least monthly)
4-1
Base: US online consumers ages 12 to 18
Source: Forrester’s North American Technographics® Consumer Technology And Media Youth Online Survey, Q1 2007
“How often do you do these activities on your cell phone?”(Percentage of consumers that engaged in these activities at least monthly)
4-2
Base: US online consumers ages 12 to 18 who have a cell phone
Source: Forrester’s North American Technographics® Consumer Technology And Media Youth Online Survey,Q1 2007
40%Send/receive pictures
70%Send text messages to friends or family
38%Send/receive instant messages
26%Buy ring tones
20%Send/receive email
19%Access the Internet
31%Play games I downloaded
Use social networking sites(e.g., MySpace)
Read blogs
Comment on blogs
Post ratings or reviews
Read customer ratings or reviewswritten by regular people
Watch videos created by regular people 48%
Instant messaging
57%
45%
36%
20%
23%
66%
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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Figure 5 Active Mobile Users Are More Satisfied With Their Mobile Experiences
Source: Forrester Research, Inc.43978
Base: US households with a mobile phone
Customer service
The value you get for your service plan
The selection of phonesfrom your provider
The range of options and offerings
The coverage of your service provider68%
63%53%
65%55%
44%
63%53%
45%
57%53%
46%
55%55%
47%
“With regard to your cell phone, how satisfied or dissatisfied are you with the following?”(Percentage of households that reported they were very satisfied
and extremely satisfied with their cell phone service)
Non-users
Basic users
Advanced users
Source: Forrester’s NACTAS Q3 2006 Survey
MOBILE SOCIAL TECHNOLOGIES COME IN FIVE VARIETIES
Mobile Social Computing is not restricted to mobile social networking sites. While many social networking sites popular on the Web are offering users optimized mobile experiences, sites like MocoSpace and Veeker are creating experiences and networks that are almost exclusively mobile. But mobile Social Computing does not stop there. Forrester has identified five different types of Social Computing sites or services tailored for mobile use (see Figure 6):
1. Social networking sites. Social networking is the most well-known Social Computing technology. Sites like Facebook with strong existing user populations from the Web are offering mobile sites that provide a subset of activities for a mobile phone. These sites leverage the desktop to let users create and customize their profiles and friend networks but allow them to update their status and profile, accept and reject friend requests, and receive alerts on their mobile phones (see Figure 7). Sites like Zingku (now owned by Google) and MocoSpace were created as completely mobile social networks to let users share pictures and messages with groups connected through their mobile phones. Unlike Facebook, MySpace, and others on the Web, these sites allow users to sign up and create profiles using only their mobile phones (see Figure 8).
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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2. Media sharing environments. Media sharing environments allow people to view and share photos, audio, and video taken from their mobile phones with others. These environments, like Yahoo!’s Flickr, let users upload and tag media taken from their mobile phones to their Flickr account for others to view both on the Web and from their mobile devices (see Figure 9). Services like Veeker allow users to share media such as audio, images, or videos as multimedia messages as opposed to uploading them to a Web site. Media sharing services leverage the ability of most phones to take photos and record audio to allow users to share this information even while mobile.
3. Microblogs. Sites like Twitter and Jaiku are in a quickly growing category that lets consumers post comments from their cell phones. As opposed to the longer, more editorial posts found on traditional blogs, these microblogs allow people to post short, one- or two-line thoughts or status updates to friends and others on the Web (see Figure 10). Posts to these sites can be made as text messages from a mobile phone or as an instant message from the Web. Users can also opt to receive these activity streams or status updates from their friends on their cell phones, so the service can optionally act as a way to organize or message between groups of people.
4. Social mapping services. Social mapping services are fairly unique to the mobile platform. These services, like Dodgeball, leverage networks of friends and location information to connect people who might be near each other (see Figure 11). Users generally identify their location (or in some cases it is detected automatically), and friends in their networks are notified of their locations either by text message or on a map. Services like MeetMoi use Bluetooth to connect nearby users with similar profiles. While subtle variations exist across social mapping services, they are one of the few mobile Social Computing categories that enable real world connections between people in the same social network.
5. Tagging. Mobile tagging can refer to assigning metatags or metainformation to media, Web pages or other virtual content, or physical places from a mobile phone. Similar to tagging on a PC or laptop, users can create categories or descriptions for a variety of media or locations, allowing them and other users to later search the tags to find information of interest to them. Tools like dgm8 allow users to “Digg,” or vote, on the popularity of news articles that then appear on the Digg Web site or mobile site in order of popularity. Socialight allows users to leave “sticky notes” tied to a specific location that people in their network will then receive when they are near that location (see Figure 12). Alternatively, users can subscribe to channels based around a theme, like “Anthony Bourdain’s favorite restaurants” and receive content from that channel when they are near a restaurant of interest.
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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Figure 6 Five Types Of Mobile Social Technology
Source: Forrester Research, Inc.43978
Social networking Sites where users create profiles for themselves and then connect to and interact with other users in their virtual community. User actions includecommunicating with real-life social contacts,connecting with friends of friends, and joininginterest groups. Interactions may include mediasharing, microblogging, social mapping, andtagging.
FacebookMocoSpaceMySpacePadPawRabbleZingku (Google)
Media sharing Sites where users create, view, organize, and/or share media files, such as photos, videos, music, and games. The majority of these sites havedesktop equivalents where users host and viewtheir media. The mobile device is mostly used tocapture and upload media to these sites. Serviceslike Veeker focus on users exchanging mediausing multimedia messaging.
FlickrJuiceCasterLocaModaMosh (Nokia)VeekerYouTube
Microblogs Sites where users create and/or monitor short posts of content to communicate status and sharethoughts, links, and media. Most sites allow usersto contribute content using SMS messaging.
Jaiku (Google)TumblrTwitterZemble
Tagging Dgm8LifeBlog (Nokia)SocialightYellow Arrow project
Sites or services that allow users to tag media orphysical locations with metatags. Users can search content based on specific tags or have content delivered to them from their network.
Description Examples
Social mapping Services where users share their location and view the locations of friends, often with the help of a GPS feature. Updates and alerts may be tailored to the users’ locations (e.g., they will receive alerts only when a friend is in their local area).
Buddy Beacon (Helio)Dodgeball (Google)Loopt (Sprint, Boost)MeetMoiStreetHive (Cingular)
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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Figure 7 Facebook Mobile Offers Users A Subset Of Facebook Operations
Source: Forrester Research, Inc.43978
Users can update statusand check on the status oftheir friends.
Users can view or upload photos; communicate directlywith friends; and managetheir profiles, groups, andevent invitations.
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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Figure 8 MocoSpace Optimizes Its Social Networking Community For Mobile Users
Source: Forrester Research, Inc.43978
Users can access the site fromthe Web as well as from their cell phones.
Users can find and connectwith friends, chat in publicand private forums, shareand download content, andmanage personal messages.
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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Figure 9 Flickr Mobile Lets Users Share And Upload Pictures From Their Mobile Phones
Source: Forrester Research, Inc.43978
Users can read and submitcomments as well as viewand upload photos fromtheir mobile phones.
Figure 10 Twitter Lets Users Update Activity Streams From Their Mobile Phones
Source: Forrester Research, Inc.43978
Posts generally include shortbits of text and hyperlinks.
Users can view and submitcontent from the Web as wellas from their cell phones.
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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Figure 11 Dodgeball Notifies Users Of Their Friends’ Locations With Text Messages
Source: Forrester Research, Inc.43978
Users update their location, and Dodgeball targets the message to only friends in the local area.
Figure 12 Socialight Users Leave “Sticky Notes” Tagged To Locations For Their Friends
Source: Forrester Research, Inc.43978
Users can view or submitcomments that are tagged tolocations in the physicalworld, such as restaurants.
The site also includes a mapfeature to help users navigatethe physical world.
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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ASSESS YOUR READINESS FOR MOBILE SOCIAL COMPUTING
While mobile social technologies are a growing trend, they are not appropriate for every company. How do you decide whether mobile Social Computing is right for your firm? To help answer this question, we’ve developed a self-test based on the following two key questions that companies should ask themselves (see Figure 13):
· Are our users ready? A solid foundation for any mobile strategy involves a user population that is willing to engage on the medium. Companies who are contemplating offering a mobile Social Computing site, application, or service need to be sure that their users will understand the value of the service and quickly learn how to use it. Today, the majority of mobile Social Computers are Gen Yers, but there are also niche users like business travelers or soccer moms who might be interested in mobile Social Computing applications tailored specifically to their needs.
· Is our brand and product strategy appropriate? A mobile social application or site that is completely unrelated to your brand or product might be a tough sell to users. While some users may be willing to consume and share content unrelated to your brand, the more it ties back to your product and brand and offers a clear value proposition, the more likely users are to come back.4
Firms that take the self-test will fall into one of the following four categories (see Figure 14):
· Move ahead. Only firms with the right audience and the right products and brands should consider a full-scale push into mobile social technology. For example, a retailer like American Eagle Outfitters that targets teenage girls might create a mobile media sharing site where shoppers contribute fashion or outfit recommendations, allowing shoppers to see what kinds of outfits their peers are pairing with a certain pair of shoes or jeans. This joins an audience that is already active with Social Computing and mobile technology with a company whose brand might revolve around trendy, fun, and unique fashion, and the resulting mobile social technology lets target users exhibit their creativity and brand awareness to their friends and community.
· Stay away. Companies that don’t have the right audience or brand and product should stay away from mobile Social Computing. For example, a luxury automotive company like Mercedes Benz might not need to pursue a mobile social strategy because, while some of its audience might use mobile data, its target audience probably does not feel the need to be connected with others like them and does not frequently use Social Computing technologies. As for the brand, it is probably targeting an older audience, and while different dealers in different locations might offer clients different prices, most dealers are likely still focused on offering individualized, elegant, high-quality experiences.
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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· Reevaluate the strategy. Companies might have customers who are active with mobile and Social Computing, but they might not have the right strategy or product to move forward right away. To succeed with mobile Social Computing, these firms must revise their strategy or product offerings. For example, a financial services institution wanting to target younger investors might consider creating a savings network or mobile game where groups of friends compete to see how much money they can save per month. Winners might receive prizes, and the entire group would receive information about investment products and ways to increase their savings. While a service like this would target the right audience, there are few financial services firms with the right strategy to execute this type of service today.5
· Find a niche. Firms that do have the right type of product or strategy to approach mobile Social Computing but whose users might not be active with mobile data or Social Computing need to proceed with real caution. In some cases, targeted niche applications might be successful. A healthcare company like BlueCross BlueShield might create a mobile site focused on healthy eating by letting users contribute their restaurants of choice or the dishes they recommend at popular restaurants. By making the site mobile, users can research healthy dishes just before they order. While the audience for a site like this might vary in age and experience with mobile devices, audience members share a clear goal. And if users are supported and guided to these services, the mobile Social Computing effort might prove successful.
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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Figure 13 The Mobile Social Computing Self-Test
Source: Forrester Research, Inc.43978
Total
“Our users use a mobile device or cell phone for text messaging, surfingthe mobile Internet, or other data service.”
“Our users are between the ages of 18 and 29.”
“Our users are always connected to their extended social networks(classmates, friends of friends) or favorite Web sites.”
“Our users are actively engaged with some form of Social Computingfrom blogs to social networking sites.”
Are our users ready?
Evaluating your score
Move ahead:Maybe:
Caution:
6 to 84 to 50 to 3
To what degree do the following statements describe your target customers?
Disagree0
Somewhat agree1
Fully agree2
Total
“Mobile social technology would support one or moreof our business goals.”
“Mobile social technology would support our brand strategy.”
“We can provide greater value to our customers by tailoring informationto their location.”
“We can provide greater value to our customers by tailoring informationto the time of day/date.”
Is our brand/product strategy appropriate?
Evaluating your score
Move ahead:Maybe:
Caution:
6 to 84 to 50 to 3
To what degree do the following statements describe your company?
Disagree0
Somewhat agree1
Fully agree2
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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Figure 14 Gauge Your Readiness For Mobile Social Computing
Source: Forrester Research, Inc.43978
Brand/product appropriateness
User readiness
Stay away
Reevaluatestrategy
Find aniche
Move ahead6 to 8
0 to 5 6 to 8
0 to 5
R E C O M M E N D A T I O N S
SUCCEED WITH MOBILE SOCIAL COMPUTING BY DESIGNING THE RIGHT TECHNOLOGY
Designing the right service requires insight into users’ goals and careful consideration about which mobile social technology best achieves the company’s business goals.
· Use the POST method to develop a social strategy. Firms that choose a technology like blogs, wikis, or social networking before they understand whom they are trying to reach, what they are trying to accomplish, and how they plan to change their relationships with customers are focusing on the wrong thing first. Forrester recommends a four-step method for social strategy formation called POST: people, objectives, strategy, and technology. Firms should start by understanding the Social Technographics® profile of their customers, deciding what their goals are, and determining how their objectives will change their relationship with customers and only then should they choose the appropriate technologies to deploy.6
· Take the mobile Social Computing self-test. Once you’ve chosen a social strategy, use the self-test to gauge the viability of your efforts. But don’t do it in a vacuum, get everyone involved in the effort to take the self-test and develop their personal view of the company’s potential market opportunity. Teams should then share their results and identify any major differences. Why is this valuable? Because these differences in opinions are important to discuss before the design and implementation begin.
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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· Understand your value proposition. Designing the right mobile Social Computing technology requires understanding the value that your mobile offering brings to users. So answer the following questions: What type of information should you encourage your users to share? Is that information tied to a specific type of media, location, time of day, event, thought, or status? How do users want to find that information? Do they want it pushed to them or do they want to be able to search or find that information at any time? How does your product or brand tie into that information? Can you offer valuable content or information or does your company serve as the connector for like-minded users?
· Design for your user. The majority of mobile Social Computing users are Gen Yers and their needs are different from Seniors, Boomers, or even Gen Xers. Companies committed to designing a mobile social experience for these younger users need to design the experiences using the four Gen Y design approaches that Forrester calls immediacy, Gen Y literacy, individualism, and social interactivity.7
· Tie it to the Web and existing networks. While mobile devices offer anytime, anywhere availability of information, they struggle to provide rich user experiences. Most successful mobile strategies involve using other channels, particularly the Web, for heavy lifting. With the success of social networks, blogs, media sharing, and tagging sites on the Web, mobile Social Computing offerings that rely on their Web big brothers to create a network and platform and let users engage when they are not mobile have the best chance at early success.
· Focus on a more intimate network. Compared with social networks on the Web, the network that people connect to on their mobile phones is much smaller and more intimate. Constantly sending your user updates, friend requests, notifications, or alerts on a mobile phone can get annoying — or worse, it can drive your user away. Whenever possible, let users configure the amount of information coming to them.
© 2007, Forrester Research, Inc. Reproduction Prohibited December 3, 2007
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SUPPLEMENTAL MATERIAL
Companies Interviewed For This Document
Dodgeball (Google)
Helio
LocaModa
MocoSpace
Molecular
Orange
PadPaw
Resource Interactive
RGA
Socialight
Sprite
Synthesis Studios
Urban Interactive
Yahoo!
ENDNOTES1 Google purchased social mapping service Dodgeball in 2005 and recently purchased microblogging site
Jaiku and mobile social networking site Zingku. After several months of discussion, Microsoft announced that it would be purchasing a stake in social networking site Facebook.
2 For many Gen Yers, cell phones are for much more than just talking. These young consumers are considerably more likely than older consumers to use just about any wireless service. Even when compared with Gen Xers, Gen Yers are more likely to send or receive text or picture messages; download ring tones, games, and music files; and use instant messaging on their cell phones. See the November 6, 2007, “Gen Y Is Truly Different; Design Accordingly” report.
3 Mobile data users are not only younger, but their attitudes expose a deeper engagement with their mobile phones and services, and they are more satisfied with all aspects of the mobile experience than those who only use voice. Forrester recommends creating incentives for those users to sing the praises of mobile data services, possibly using social networking. See the April 17, 2007, “Mobile Data Adoption Kicks Into High Gear” report.
4 Mobile users report that they find the mobile Web useful but not usable. While usability problems must constantly be addressed, some, like network speed and device size are outside the control of site owners. To overcome these ever-present challenges, companies must offer clearly valuable and engaging content to keep users coming back to their sites. See the August 27, 2007, “Best And Worst Of US Mobile Site Design, 2007” report.
5 Banks struggle with providing an enjoyable customer experience, particularly to younger customers. Thirty-five percent of consumers fall into an “at-risk” segment because of their low level of enjoyment with their banks. Compared with other segments, these “at-risk” consumers are the youngest and have the highest income. Young females (Gen X and Gen Y) report the most problems with their banks. See the August 29, 2007, “Consumers Don’t Enjoy Financial Services” report.
© 2007, Forrester Research, Inc. Reproduction ProhibitedDecember 3, 2007
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6 Executives are going about social strategy backwards: picking technologies like blogs or communities first instead of focusing on what they want to accomplish. This document introduces our four-step method for social strategy. First, examine the Social Technographics® profile of your customers. Second, choose your objective: listening to, talking with, energizing, supporting, or embracing your customers and their ideas. Third, build a strategy around changing your relationship with your customers. Finally, pick the appropriate technologies to implement. See the October 9, 2007, “Objectives: The Key To Creating A Social Strategy” report.
7 Gen Y consumers are a unique breed. But what exactly makes them different from their elders? Our research unearthed nine attributes of Gen Yers social, emotional, and mental makeup that shape their perception of interactions. To reach these young consumers, we’ve identified four design approaches: immediacy, Gen Y literacy, individualism, and social interactivity. To truly engage Gen Y, firms should create a Gen Y advisory board and apply Gen Y design approaches across touchpoints. See the December 3, 2007, “The Gen Y Design Guide” report.
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