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Building Content for Mobile Devices

This is the third in a series of posts walking readers through the mobile advertising space. Stay tuned for more posts over the coming weeks. This post is also published on the Rubicon Project blog.

Fragmented Mobile Content

Fixing Mobile

As I covered in the first blog post, mobile presents a tremendous market opportunity for publishers. A large and growing share of traffic comes from mobile devices. According to comScore, 13.3% of pageviews came from mobile devices in August.

On a smartphone there are basically two ways to go online: web or apps. Let’s start with apps. In contrast to mobile web, apps have been built from the ground up for smartphones. Content has rendered into an experience that doesn’t require a mouse and/or keyboard.  Additionally, apps normally don’t feel like a pared down or diminished version of their online display counterpart. Think about your favorite app – it’s likely that you’re playing a game, checking weather, interacting on a social network or looking for directions. These experiences seem natural on a smartphone app.

Apps vs Browser

In contrast to apps, using a browser on a smartphone to access a site’s “desktop experience” creates a number of challenges. When presented with a standard web page the smartphone’s browser will shrink the content to fit the width of the display.  This has the unfortunate effect of making all of the content very small, forcing the user to pinch, zoom and swipe to see content.

In order to combat this effect, publishers create “mobile optimized” websites. These sites are built with the screen size limits in mind. They typically feature pared down versions of their online display (desktop) counterparts, and often put smaller versions of images in-line with text designed to take the full width of the smaller screen.

In contrast to a negative experience on a smartphone, a tablet has more in common with standard desktop experiences.  Most standard web sites render just fine on tablets and even the ads can be seen. Users can view content on tablets with very little zooming and swiping. However, while the content renders mostly correct, tablets do share a challenge with their smartphone counterparts – the unique nature of touch navigation.

There are many resources online to guide you through the step-by-step process of optimizing your content for mobile devices. To get started it is important to recognize that mobile devices are navigated by touch, which is quite different than the mouse-driven, point-and-click navigation of the desktop world. Rather than clicks, you will design for taps; instead of scrolls you will design for drags and swipes. These are subtle differences that change the way that a user interacts with content. Button size becomes important. Drop down menus are harder to use. Anything that requires a hover is pretty much useless in a touch world.

Bytes

Another thing to consider is the file size of your site. Since much of the content accessed via mobile devices will be downloaded over cellular rather than high-speed access via Wi-Fi, it is important to trim the fat and reduce that file size as much as possible. A final consideration is the absence of Flash in the mobile web world. Flash content will not render on iOS devices. Given the ubiquity of iPhones and iPads, this is an important issue to address. There are alternatives to Flash, such as HTML5, that deliver similar capabilities and work across all devices.

At the end of the day, these devices share many characteristics but what works on a smartphone won’t necessarily work on a tablet; and vice-versa.  It’s important to examine these two device types independently to determine the best user experience for your content across these devices.  They need to be evaluated in terms of screen-size and form factor for strategies across content.  This goes from content to creative to analytics.  Have you built a mobile optimized site? What challenges have you faced? Comment below for other readers and I’ll address questions in future posts.

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Opportunities and Challenges in a Fragmented Mobile Landscape

This is the first in a series of posts walking readers through the mobile advertising space. Stay tuned for more posts over the coming weeks. This is also posted on the Rubicon Project blog.

Fragmented Mobile

Fixing Mobile

Everyone recognizes that mobile advertising is a rapidly growing market. How fast is it growing? eMarketer has current year revenue estimates at $3.9 Billion. According to the Yankee Group mobile ad sales should nearly triple by 2016 to $10 Billion.  I think this estimate is low given the acceleration in market growth we’ve experienced so far this year alone. Revised eMarketer numbers now indicate nearly 100% growth for 2012 over 2011.  Further, eMarketer predicts that mobile will grow to over $23 Billion by 2016. This is much more consistent with Mary Meeker’s prediction of a $20 Billion mobile market.

Given this tremendous market opportunity, we have seen first-hand that numerous publishers are moving to mobile – building mobile applications, optimizing their web content and trying to figure out how to turn that mobile content into a dependable revenue stream. We are glad publishers are jumping in and are excited to be in the mobile space as well. However, we have also witnessed headwinds in this developing market and would like to use this blog to help publishers address these challenges.

The mobile display advertising space has some distinct challenges that fly in the face of the status quo of online display. These challenges conspire to make it more difficult for publishers to advertise across their mobile inventory. A primary complication is that there are three major operating systems (plus Blackberry), each with subtle differences that require research and technology to overcome. Let’s explore how each of these platforms differ.

Apple’s iPhones do not support Flash and ship with third party cookies disabled by default. The lack of Flash strongly affects the user experience and the ability to deliver Flash-based rich media creatives that render in online display (troublesome on iPad, where standard display ads are typically viewed with little loss of fidelity relative to their online counterparts). Additionally, the lack of third party cookies makes it difficult to perform simple audience targeting that we’ve grown accustomed to.

Microsoft’s Windows Phone 8 platform is touted as having twice as much HTML 5 support, but still lags behind Chrome (Android), Safari (iOS) and even Blackberry.  We are hopeful that Windows Phone 8 will support HTML 5 to the point that publishers and advertisers can leverage the same mobile web ads across platforms.  However, there is a possibility that a lack of full HTML 5 support will require custom ad units for this platform. On top of that, Windows Phone 8 may also ship with the new Do Not Track (DNT) flag turned on, severely limiting the ability for publishers to achieve higher rates through traditional tracking and targeting.

Google’s Android platform seems to be the most compliant to the needs of the industry.  Android supports 3rd party cookies, DNT is disabled by default, device IDs are available in the app environment and it even supports Flash.  Of course this all supports Google’s advertising business, but they’re nice enough to keep the platform open for a variety of complementary and competitive third parties. By creating an environment most closely resembling online display, Google has made it easier for publishers to incorporate Android to their mobile experiences.

Where does all of this fragmentation leave us? Many publishers have been successful in traversing this fragmented market. If you are new to mobile, it can be daunting to figure out where to start. A logical starting point is to figure out what mobile devices are most common among your audience and focus on building your mobile presence there (at least initially). That way you limit the number of challenges you have to deal with. Eventually you will have to accommodate users across a variety of devices and platforms, so working with a partner that is platform-agnostic is critical. Look for partners that have a history of ad serving across platforms and formats.

In this series of posts, I hope to help provide some insights to help publishers that are still trying to make sense of the market. What challenges do you face in mobile? What specifically would you like insight and tips on? Comment below and I’ll incorporate into the subsequent posts.

A small case for the iPhone nano

Apple has several sizes and shapes in their line of computers and iPods, but only one size and shape to their phone. Sure, you can get 3G or 3GS with a variety of storage onboard, but the device itself comes with the same processor, same graphics, same screen size, same camera, same ins and outs.

This same-ness has eased developer adoption to be sure. Having a single device to design for means there’s one stream of code, with some tinkering for backward compatibility. It’s also great for the accessory folks. A single physical shape means more consumers available per accessory.

There might be a problem with such a robust device running the iPhone OS. Folks who’ve purchased an iPad might not need the next iPhone. The iPad runs almost all the apps that the iPhone runs, and with the larger screen the apps are often far better. Owning an iPad means that users, like myself, could actually get by with a cheaper, run-of-the-mill mobile phone. Read more

GoogleTV, AppleTV, Tivo: Listen up

Tivo, you had it right. You were in the right place with a near perfect device. You were missing a DVD player and the Internet, but that’s about it. Honestly, you had me sold.

Apple, you’re making progress. You’ve got some of the Internet, all of my music and you almost negate the need for a DVD player. Let me back up a tic, none of you need a Blu-Ray player. The format may have won but I don’t have racks of Blu-Ray disks on my shelf, I’ve got DVDs.

Google, Sling, DLink (ha!), you’re not there either. None of you are, none of you will be until you get all these things right. Ready? Here we go.

The perfect device for my TV will do all of the following:

  • Replace my cable or satellite box
  • Play my DVDs and maybe my Blu-Ray disks
  • Have a web browser and support all web formats (yeah, even Flash Mr. Jobs)
  • Have a smart device (phone, tablet) as the remote
  • Sync with my music and movies on my computer
  • Have all DVR functionality
  • Allow me to copy my shows onto my computer or smart device (and maybe even let me pull the content remotely like Sling)

Read more

Hewlett-Packard and Palm could be a contender

HPalm LogoYesterday HP announced that it was going to buy Palm for $1.2 billion (HPalm?). I think it’s a stroke of genius. The more I dig into this plan the better both companies look to benefit from it. There are a lot of hurdles to overcome, but if they can execute on some key opportunities they could be perfectly positioned to give Apple a run for the money. It’s not rocket science to see the potential here or to come up with even a modest plan to give them a good shot. Early indications are that HP will leverage sales and market reach to push Palm devices into the market. I hope that’s not the end of the plan. It might yield a quick buck but there’s so much more they can do.

HP can learn a lot from Palm. The Palm Pilot was as ubiquitous as the iPhone at one time. You kids might not remember this, but there was eventually something that looked like an App Store (see: handango.com), versions of the Palm eventually supported peripherals (see: Handspring) and there was even a phone version (see: Treo 600). Today it seems absurd that you’d have a mobile device that wasn’t a phone (or would you? iPad), but back in the late 90’s and early 00’s it was pretty normal. Today Palm sells only a couple of devices. The differentiating factor is whether or not it has a physical keyboard. It’s a perfect line-up, but without the marketing bucks to compete against the big Apple Palm was struggling. But they’ve got the right products: smartphones, and the right number of them: 2. Read more