Tag Archive | "competition"

Meet Agent, A Smartwatch With A Second Processor For Minimizing Power Consumption And Wireless Charging

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Smartwatches are all the rage, and judging by the turnout and level of enthusiasm at the recent year one meetup for Pebble Kickstarter backers in San Francisco, there’s at least a passionate niche audience for the things. So it isn’t surprising to see them continue to pop up on Kickstarter. A new one called Agent has a few unique tricks, however, which its creators believe set it above the competition.

What the Agent has that others don’t is a combination of power management features and wireless charging. It has not one but two processors, for instance, one with higher performance capabilities and one extremely low-power variant to handle simple background tasks. There’s a new Sharp Memory Display that combines the advantages of both a traditional LCD and e-ink black and white, which is very power conscious, as well as wireless Qi induction charging with an included pad. Since it’s based on the widely-accepted Qi standard, however, it should work with charging pads from a variety of manufacturers.

The Agent is a refreshing change from other Kickstarter smartwatches in that it actually offers something new in terms of technical aspirations. The watch should get up to 7 days of battery life with its smart functions activated, or up to 30 days of standby in ‘watchface-only” mode. Even if that misses the mark by a bit, it should still beat the stated and actual battery life of existing devices like the Pebble. The gadget also features a 120HMz ARM Cortex-M4 processor, a 1.28-inch display, Bluetooth 4.0 (aka “Low Energy”), onboard motion and light sensors and an OS that allows developers to write apps for it using C# and Microsoft Visual Studio. It uses a Microsoft .NET runtime environment that Agent’s creators say will maximize memory and power efficiency, unlike with other smartwatches. The team says you’ll be able to start writing and emulating apps on the desktop as soon as the funding campaign is complete, which would be faster than the staged rollout of the Pebble SDK.

The creators of the Agent are Secret Labs, a team of engineers that has been building open-source products under the brand name Netduino since 2010, as well as smart home technologies, and House of Horology, a custom timepiece manufacturer that brings some real watch cred to the game. Early bird pledges get a pre-order for $129, where the final price is expected to come in at around $249 when the product ships late this year.

Article courtesy of TechCrunch

MessageMe Raises A $10M Series A Led By Greylock As It Gears Up For Money And Premium Services In Its Rich Messaging App

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MessageMe — a messaging app that launched in March with a little Facebook controversy thrown in — has raised another $10 million, according to an SEC filing earlier today. The Series A round was led by Greylock Partners; and as part of it, John Lilly, the ex-ceo of Mozilla who is now a partner at Greylock, will be joining the board of LittleInc Labs, makers of MessageMe.

TechCrunch understands that others participating in this round are the same investors from LittleInc Labs’ $1.9-million seed round, including True Ventures, First Round Capital, Google Ventures, SVAngel, Resolut.vc, Andreessen Horowitz, and Social+Capital Partnership. The company’s angels also include Airbnb’s Brian Pokorny, Hiten Shah, Eric Wu and TinyCo CEO Suleman Ali.

Although the $1.9-million seed round was announced in March, just weeks after the launch of the app, it actually closed last year and went towards the company’s launch. This newest round will be used to help MessageMe keep up with growth in the future, as it faces up to an increasingly-crowded field of competitors. They include biggies like WhatsApp and Facebook Messenger, both of which are popular across a number of regions; those that have built up strong followings in local markets, such as KakaoTalk in South Korea and Line in Japan; and newer contenders like the new Hangouts app from Google.

Amidst (or perhaps despite) all the competition, MessageMe continues to grow fast.

Two months ago, the app was seeing 500 notifications per second among 1 million users — despite the fact that Facebook cut MessageMe off from Social Graph access one week after it launched. The reason for that appeared to be the same as for other apps that faced the same fate: they are not allowed to use “Find Friends” features to seek out Facebook contacts on third-party apps, when those third-party apps are deemed to be competitive to/replicating core Facebook services.

Today the sent rate is apparently significantly higher, as as user numbers. We understand that the company will be sharing more specific numbers next week when it also will be announcing details for how LittleInc Labs plans to make money from its ad-free, free-to-download app.

On that front, there have already been some fairly obvious clues as to what those plans might entail: alongside multimedia options in the app to send messages as pictures, doodles, video, voice, location and music, there are also tabs for stickers and money.

Conversely, although the two co-founders, Arjun Sethi and Justin Rosenthal, have had extensive experience with social gaming in past roles, including long periods for both at LOLapps, it’s noticeable that there is no games tab on that dashboard.

Stickers, of course, have been a very popular value-added service for other apps like Line, which makes millions each month from stickers; and other messaging apps like Path are now adopting them, too.

Money is a newer area in messaging but one that is also being chased by more than one party: Google just yesterday announced that Google Wallet would be integrated with Gmail, letting users send money to each other as attachments. Peer-to-peer money transfers via mobile, meanwhile, have been a much-used service particularly in developing markets, where users may not have bank accounts. MessageMe could to play on both of these concepts, depending on who it partners with to provide the service.

Article courtesy of TechCrunch

FixYa’s New FixBoard Allows Companies To Track Customer Support Trends

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FixYa, a Q&A site where consumers can seek advice from product experts, is launching a new feature today called the FixBoard, which should make the site more useful to big consumer brands.

As the name suggests, the FixBoard is basically a dashboard of FixYa data. It shows, over time, the number of FixYa owners who reported a problem with a company product, the products that have the most reported problems, the most common problems, and how those numbers stack up against the competition.

Rather than just looking at individual questions or individual products, this dashboard provides brands with a much broader view of “what customers are saying,” said CEO Yaniv Bensadon. The data is specifically about activity on FixYa — it doesn’t tell companies about complaints on their own sites or own social media, for example. But Bensadon said FixYa itself has become a big community, with more than 30 million unique visitors per month and 9 million product questions answered total.

He added that even though FixYa has been profitable since 2009, the company is looking for ways beyond its existing ad model for brands to find (and pay for) value on the site. The FixBoard is currently free and available to everyone, but it only covers the top 1,000 brands on FixYa (out of 60,000 total). Eventually, Bensadon said he plans to release a “full-blown” version that companies will have to pay for, covering more brands and offering more detailed data.

I also asked whether any of those potential advertisers/future customers are going to be upset to see the number of customer complaints highlighted in one place and visible to the public.

“We don’t think so — in the same way that no one prevents anyone from going to Twitter and reading the tweets,” Bensadon said. “Now, after several years … brands understand the fact that some users are saying something bad about your brand. It cannot be prevented, and there are two things you can do about it as a brand. You can ignore it, or treat it as an opportunity to engage with your users.”

Article courtesy of TechCrunch

Samsung Prepares A Phone For Every Feature As The Galaxy S4 Zoom Shows Up At Bluetooth SIG

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Samsung is in a unique position among Android smartphone manufacturers, which allows it to create devices like the Galaxy S4 Zoom, a rumored S4 variant that showed up for certification at the Bluetooth SIG this week (via UnwiredView) as the “SM-C101.” The S4 Zoom is reportedly going to resemble the unreleased S4 Mini, but boast a 16 megapixel rear camera with optical zoom.

Optical zoom is really the one remaining advantage that point and shoot cameras have over smartphone shooters, at least from a hardware perspective. Other companies, including LG and Huawei have been working on building smartphone optical zoom tech, too, but if Samsung brings this one to market with its rumored 10x zoom, it’ll be the strongest one currently available, beating the Nokia 808 PureView’s measly 3X power.

Samsung has the luxury of experimenting with different form factors, and using its flagship branding to offer a range of devices that potentially cut off competitors by giving users a complete device to match ever competitive advantage. Like the S4 but want a more manageably sized screen like on the iPhone 5? Get the S4 mini. Like the S4 but want something a little better able to withstand the environment and harsh conditions like the Xperia Z? Get the rumored rugged S4 variant. Want an S4 but with the best smartphone camera in the business, which exceeds even Nokia’s most ambitious efforts? Get the S4 Zoom.

Samsung’s lineup variety strategy may be more about blocking the competition and casting a wide net than anything else, but a big zoom on a mobile camera will have a lasting effect on the industry if it goes over well and produces impressive results. More importantly, it could bring about even bigger changes for the dwindling standalone point-and-shoot camera market, which means other smartphone OEMs won’t be the only ones watching to see if and when the Galaxy S4 Zoom makes a splash, which could happen as early as June according to release date rumors.

Article courtesy of TechCrunch

Nokia Appoints A New Lead In China As It Seeks To Reverse Its Declining Sales In That Country

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Nokia’s newly-appointed general manager of China, Erik Bertman, has plenty of experience in emerging markets, but it’s unclear if he’ll be able to reverse the Finnish company’s rapid loss of market share in the world’s largest smartphone market.

Bertman will takeover the position on June 1. He succeeds Gustavo Eichelmann, who is leaving Nokia and returning to the U.K. for personal reasons, according to the company. In a statement, Nokia said Bertman was appointed to lead operations in China because “he has achieved good results in a number of important markets” and has experience leading cross-cultural teams.

Originally from Sweden, Bertman previously served as the regional lead of Nokia Russia, where he oversaw sales and marketing. His experience with the company also includes a stint as financial officer in the sub-Saharan Africa region. Bertman arrived in China in 2009.

Despite his experience in emerging markets, Bertman has a lot of work to do if he wants to turn around Nokia’s fortunes in China. The company’s market share in that country underwent a dramatic decline in 2012 as it failed to weather competition from Samsung.

The Finnish company slipped to number seven in overall sales in 2012, with 3.7 percent market share, compared to the 29.9 percent chunk it held in 2011, according to Strategy Analytics. It’s rapid descent was mirrored by Samsung’s quick rise to the top–the Korean tech giant nearly tripled its China sales in 2012, selling 30.06 million smartphones, up from 10.9 million handsets a year earlier. Samsung now holds a 17.7 percent market share in China.

Furthermore, Nokia has had three people leading its China operations in as many years: Deng Yuan-yun, Liang Yu-mei and Eichelmann. The position’s rotating door may be a sign that the company is unsure of its strategy in that region.

A turnaround in emerging markets is crucial for Nokia’s survival because North America has been the company’s weakest market for sometime. Last month, Nokia reported $334 million in sales in Greater China, down 56 percent from a year ago, a figure that puts it just above North America in terms of market size for the company.

Nokia’s dramatic decline in China comes despite its efforts to hold on to its former dominance in the market with low-cost the launch of the Nokia Lumia 800C in March 2012. The device was the first CDMA Windows Phone in the country, but it failed to gain enough traction to compete against inexpensive Android handsets.

Article courtesy of TechCrunch

Docurated Is An Enterprise Service To Search And Collect The Data You Need From Your Files

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Docurated is a enterprise tool targeted towards enterprise users — it is publicly launching onstage at Disrupt NY. It aggregates all your documents in one place, turning them into a beautiful searchable and customizable database. Docurated will now provide Dropbox integration as well.

“We don’t need any more 20 file sharing solutions,” co-founder and chief product officer Irene Tserkovny said onstage. “We just need one place that are worthy of their idea,” she continued. After installing Docurated, the file and folder metaphor disappears. It’s all about searching for the documents you need and collecting them.

For example, if you want to prepare a presentation on one of your products, you first do a search query. Not only will it return relevant documents, it will search for text inside the documents and show those passages as well. Then, you can pick paragraphs, graphics or entire files to add to a collection. You will then have all the information you need in one place. Finally, you can export this data in a single PowerPoint presentation or PDF file.

Docurated users can choose to host their files on Docurated’s servers or to install the product on their private servers. After this simple installation process, you can start adding files and using the visual search and curation tools to create collections.

Now that it integrates with Dropbox, Docurated can become a powerful search and curation tool for your Dropbox-hosted files as well. Docurated competes with Sharepoint or Autonomy, and in some way Box, Dropbox and Google Drive. The main difference with the file-based alternatives is that Docurated does not host any file, it only crawls content to make it searchable. The company counts on its curation features as well to set it apart from the competition.

One of Docurated’s key advantages is that you don’t need to maintain a folder hierarchy or to tag files. Everything is automatic and transparent.

The New York-based company received $1.6 million in funding from David Eisner, James Lyle, Leon M. Wagner and Elliot Wagner.

“We are currently selling directly to enterprises,” co-founder and CEO Alex Gorbansky said. “We are also looking at building out our reseller partner program and are exploring OEM opportunities,” he continued. Enterprises can sign up right now for Docurated or the Dropbox vertical.

Questions & Answers

Judges: Heidi Messer (Collective[i]), Peter Pham (Science), Dave Samuel (Freestyle Capital), Scott Stanford (Sherpa Foundry)

Q: How did you come up with the idea?
A: I kept losing time by searching for a PowerPoint presentation. We started prototyping and here we are.

Q: Where do you get the content?
A: We have a sync tool that auto-crawls anything. There is an email bot as well.

Q: How much do you charge?
A: This is a subscription model. It depends on the number of users. It’s $80/user/month. And we have an enterprise account as well. We sell to people that consume the most data.

Q: Those testimonials… Are these from actual customers?
A: We have a pilot at Netflix, Coca-Cola is using it pretty widely.

Article courtesy of TechCrunch

What Games Are: The Scientism Delusion

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Editor’s note: Tadhg Kelly is a veteran game designer, creator of leading game design blog What Games Are and creative director of Jawfish Games. You can follow him on Twitter here.

Making a game is rarely as simple as having an idea, coding it and shipping it out the door. It looks as though it should be, and every year there are one or two media stories of studios who do exactly that, but in reality it’s not that common. Usually there’s a lot of playtesting, blind alleys, a need to rework or rethink how the game works and to iterate. This has always been the case, though perhaps in this more connected age it’s easier to iterate against the market than behind closed doors.

Bad games die in obscurity. They vanish into the great unwashed of the App Store’s 150,000+ games, never to be seen again. Their failure is commonly equated with poor execution and iteration, but it also happens to many well-executed games. A game may be diligently developed, iterated, analysed for user behaviour and whatnot, and yet they never go anywhere. And conversely there are many examples of games that you might not consider any good, which sell big.

So it’s reasonable to conclude that gaming success is not just about delivery. There’s another factor at play, one that you might call hype or marketing. By which you probably mean a combination of advertising in channels like ChartBoost, publicity and trying to please Apple so that you get featured in the App Store. It all seems to be a part of that same execution equation, but wider. Iteration+execution+marketing=success.

And yet it still doesn’t work.

Formulaic thinking is incredibly common in the games industry. It comes largely from an engineering mindset, which is unsurprising given how closely developing games and software have always been linked. In software every application is essentially trying to solve a problem by providing features, and over time an application builds into a suite of features that users like. And sometimes the resulting applications become so over-complicated that a new developer reinvents them for simplicity, and the cycle begins again. It almost seems scientific.

To many game makers it’s similar. Games seem to solve entertainment problems, and game developers provide features to do so. Since all problems boil down to tests and verification, like a science, the method should be clear. So the strategy becomes about trying to find corners, niches, better problems or out-solve the competition on existing problems. This is why most games tend to be conservative in their ambition, and why genre thinking is highly prevalent.

From a developer side, genre thinking largely views games as a series of problem categories. A new form of slot machine on your iPad or a game where an avatar runs along an endless path emerges – and suddenly everyone is talking about the “social slots genre” or the “endless runner genre”. They talk about how they need to be “in that space” with “their play”. They search for external validation through observing what the competition has done, and use that to justify why they should take that risk themselves and add their secret sauce (which leads to some amusing places, such as the awkwardly-named Running With Friends).

But, again, this approach is usually far more unsuccessful than successful. Temple Run and Jetpack Joyride may have hit on something, but for the dozens of other developers who then made an endless runner, not so much. Zynga and Supercell may have hit the motherlode with a farming and a strategy game, but most of the other studios who tried to replicate this success failed. Their successes were not just about iteration, execution and marketing.

Iterate-execute-market thinkers don’t tend to make the logical leap and conclude that their approach is wrong. They almost never seem to say to themselves “Maybe the problem is that we were too conservative, too timid, too risk-averse.” Instead they conclude that they just didn’t iterate, execute and market hard enough. They just didn’t get the combination of ingredients quite right to make the secret sauce sing. But there must be a secret sauce right? I mean look at Supercell, they say. They got the sauce right.

The reality is that this whole way of thinking may look like science, but it is not science. It’s scientism, which is the axiomatic belief in the empirical and that that which seems science-like is probably right. Furthermore, in the absence of empirical validation, the assumption that there is always a formula out there somewhere. And that that method is above reproach.

There are some corners of the gaming world where formulaic thinking hold true. Sports, casinos and various others show regular evergreen patterns over long periods of time, but even there the patterns that scientism-believers think they see are overblown. What is often forgotten in the rush to confirm a bias for success is that entertainment industries do not solve problems, even if they are software-based. Toy Story does not solve a 3D animated toy movie problem, and the Life of Pi does not solve an inspiring book problem. They do something else, which is why those entertainment industries are always full of big surprises from bold makers, and legions of follow-on publishers trying to understand Yann Martell’s secret sauce.

What I’m talking about is understanding the difference between the act of creation and the process of creation. Of course you should be iterating. Of course you should be evaluating and playtesting and trying to figure out what will make your game fun. Of course you should be looking at the market and trying to find the right approach to get where you want to be. But the thing you should not be doing is following others’ successes to the letter on the cod-understanding that that constitutes a scientific approach. All it is is a fearful approach.

Just as with movies and books, breakout games start from the place of having an idea of your own. On the App Store there are thousands of apps all working those same promotional channels, yet the majority go on to fail. If scientism really was a proven way to succeed then companies like Zynga would not find itself in continuing difficulty. EA wouldn’t be shedding jobs a-go-go and THQ’s debts wouldn’t be so crippling. These are (were in THQ’s case) all companies whose primary asset is their ability to market and promote, to push product and dominate attention, to apply formula thinking. And yet their failures far outnumber their successes.

Rather than applying mystical formulas to self-selected confirmation biases, and assuming that secret sauces are only the right pinch of salt away, the more successful approach to games usually revolves around what Seth Godin calls tribal marketing. Rather than say “We have an idea that fits a genre, let’s make that idea, then when we make that idea let’s market that idea, and if we just do that well enough then we will succeed,” the really successful game maker usually starts with “I have an obsession. Do other people have the same obsession? Let’s see if there’s a game there.”

In other words, rather than relying on the law-of-averages to stumble you into success in a made-up genre invented by the industry, think like Shigeru Miyamoto – who turned his own fascination with weighing himself into the Wii Fit. Of course you might say that Miyamoto has Nintendo behind him, so he can afford to be more ambitious than you or I, but this is not true. He can afford to spend more money on his ambitions than you or I, but even Miyamoto started somewhere much smaller. Today’s Nimblebit was  yesterday’s Nintendo, which is to say that the right creative approach can scale.

So what to do? The answer lies in two terms: “alignment” and “marketing story“.

The first means getting aligned with your people. The scientism-fan is often somewhat like the analyst, the intellectual or the craftsman, used to holding the market in cool regard and wondering what key will unlock it. He’s like like the French politician Alexandre Auguste Ledru-Rollin, who apocryphally said “There go my people, I must found out where they are going so I can lead them.”

Successful game designers are often obsessives in one kind of game, whether it be simulations, driving or fighting games. The aligned game maker is connected very deeply to her audience because she is essentially one of them, and the very successful ones are so because they are aligned to large-enough audiences which make their obsession viable. Will Wright, Todd Howard, Jane McGonigal, David Cage and many many others are all true believers who have found large groups of like-minded people.

And the marketing story? All the most successful products, from burgers to $500,000 cars, resonate with their intended audience. Whether that product satisfies their conception of what it should be or represents leadership toward where it goes next, successful products tell the people the story in which they already believe. Skyrim means something as much to roleplayers, more than being just what it is. So too FIFA Soccer and Gran Turismo. So do most other gaming successes (the main exceptions being outright novelties and platform wedges).

But of course getting alignment and marketing story right is easy to say but in reality very difficult to do because it requires a lot of self-examination. You can’t be aligned and also cooly detached at the same time. You can’t espouse a marketing story unless you actually believe in it. You’ll just get confused, and come across as such. It means getting past the scientism while at the same time not losing sight of due diligence.

As game makers we’re  too used to thinking of games as a business rather than a passion, and so our on-the-street sense of connection turns into scientism. We often forget the innate joy of our own obsessions and our flights of fantasy. We often stop asking the question “What if you made a game that…?” and instead say “What genres do we need to tap?” We fall too deeply into thinking of players as users, to be measured in daily-active and monthly-active cohorts and broken down as revenue generators and customer segments. We forget that we’re entertainers, not engineers, and that genres are mostly bullshit to an audience that just wants to have fun and feel the fantasy of the worlds that we create.

Sometimes scientism works really well, but more often than not the true source of its success are rooted in good timing. Zynga may have appeared to be a company of game-scientists solving problems, but the reality is that it had the smarts to be risky with first-mover advantage back when everyone else was waiting for validation. It’s a similar story for GREE, BigPoint and many others following essentially the same path. The mysticism of their methods is mostly well-understood and usually starts with someone taking a huge risk before they started to apply scientism to their thinking.

We intellectuals, analysts and craftsmen like to talk of secret sauces and whatnot because they make us feel reassured. All we are doing is buying into a marketing story of our own, the one that says games will one day be solved, in the future, because we are uncomfortable with uncertainty. Nono, we think. It can’t be as dumb as simple luck and timing. That Notch guy? Maybe he just got lucky. But that Pincus guy? He’s got the method, the secret sauce and the plan.

Nope. He just had the guts to gamble huge before anyone else. All the rest is mostly fiction.

Article courtesy of TechCrunch

Hailo Is Hiring To Bring Its On-Demand Taxi App To San Francisco And Washington, D.C.

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Taxi e-hail startup Hailo is looking to expand the number of cities that it serves, and could soon add San Francisco and Washington, D.C. to that list. Based on a couple of job postings on the company’s website, the company is looking to hire city general managers for those two cities, signaling its plans to launch its app in even more new markets.

The listings were posted as the company looks to take advantage of new funding and introduce its service in new cities. A few months ago, Hailo raised $30 million from Union Square Ventures, KDDI, Richard Branson, and other investors. With that cash, the company is looking to expand across a number of new cities. As CEO Jay Bregman wrote to me when I asked about the San Francisco job posting, Hailo want’s to be wherever there are licensed cab drivers:

“Hailo wants to be in New York. Hailo wants to be in San Francisco. Hailo wants to be in Breckinridge, CO. Hailo uses existing infrastructure and works anywhere there are licensed cabs.

Setting up a local infrastructure and recruiting driver-partners and local drivers are key pieces of our operating philosophy. We understand that more medallions are slated to be on the streets of SF and drivers are worried about making ends meet. Help is on the way.”

Hailo’s app is currently available in London, Dublin, Toronto, Boston and Chicago. The company is also working to bring its e-hail app to New York, Tokyo, Madrid, and Barcelona soon.

In New York City, Hailo — and all the other taxi apps, for that matter — are still in a holding pattern while waiting for litigation to clear up between the Taxi & Limousine Commission and a bunch of livery car drivers. (That’s something we’ll be talking about at Disrupt NY 2013 in a few weeks, by the way.) The Tokyo launch comes in part thanks to that investment from Japanese telco KDDI.

The San Francisco market is already pretty well acquainted with on-demand ride services. Local residents have been using their mobile phones to hail rides from services like Uber for a while. There’s also Lyft and SideCar for those who don’t mind riding in some regular dude’s car. Flywheel, another taxi hail app, has been in the Bay Area for a while, also. (You might have known it as Cabulous.) Oh, and then there’s InstantCab, which offers some kind of a hybrid cab and community driver ride-share thing. So there’s plenty of Hailo competitors already there.

In Washington, D.C., the competition isn’t quite as fierce, but Hailo won’t be alone in the e-hail market. Uber has been operating in the capital for a while, and has even launched its UberTAXI service there, thanks to a deal it struck with the local city council. SideCar is also in D.C. now, thanks to a big national rollout that it’s been embarking on after raising $10 million of its own.

But hey, competition is good, right? It makes everyone better, gives consumers choice, gives me something to write about.

Article courtesy of TechCrunch

Google’s Wildfire Social Marketing Platform Cuts Standalone Plans To Upsell To Its Full Suite

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When Google wanted to get into the game of selling social ads across all platforms, it decided to acquire Wildfire, a company that had the market on lockdown. Since the acquisition last July, little has changed as far as what Wildfire offered, how it offered it and there was little to no impact for current customers.

Today, the Wildfire team has announced that its first major shift is upon us, cutting off standalone campaigns that were a hallmark of its tiered offerings.

Here’s what the team had to say about the “new direction”:

…We’ve decided that we’ll be retiring our Basic, Standard, and Premium promotions after June 30th. We’ll continue to offer promotions as part of our Social Marketing Suite. We understand that some of you will still want to run standalone promotions, so we’re glad to know that there are other companies dedicated to helping you do this. But we’ll be sad to see you go. Of course, we’d love for you to stay in the Wildfire and Google family, so if you want to learn more about the Wildfire Suite, then please give us a call at 888-274-0929.

Basically, Google now wants you to purchase the full suite, which starts at $2,500 a month, according to a member of the Wildfire team in the comment section of its post. The suite allows you to push unlimited promotions, pages and messages. If you still want to do standalone social marketing campaigns, the company is now suggesting that you take your business elsewhere. Where else can you go? Well, Google and Wildfire aren’t endorsing any one service, but suggest that you give them a call with any questions that you might have. Which sounds like a setup for a sales call about their “Suite.”

If you’re already set up to do standalone campaigns under its Basic, Standard or Premium accounts, you can run them until June 30th. If you had planned a campaign that runs past that time, you’re out of luck and better find another service or pay up for the Suite. Luckily, all of the leads that you’ve collected using Wildfire can be exported, and if you’re running on a Basic account, they’ll upgrade you so that you have access to the export feature. That’s nice.

The post itself ends on a nice note, thanking its customers for believing in them. The last sentence, however, makes it sound like Wildfire is ready for people to exit and go elsewhere: “We hope you choose to continue to work with us in the future.” Some had feared that something like this would happen as Google rolls Wildfire’s offering into its own services, but on the bright side, it’s a huge opportunity for smaller companies. Current Wildfire clients aren’t so happy thus far, according to some of the comments:

Nice doing business with you over the past few years and congrats on becoming part of a large and successful multinational corporation. We’ll be with your competition where a-la-carte pricing is still the norm, but if you ever reverse this policy you know where to find us. Been great.

Two services, Votigo and Offerpop, have already reached out to us to claim any wayward Wildfire clients. Know of any others? Share them in the comments.

Article courtesy of TechCrunch

Swipely Expands Its Credit Card-Based Loyalty System With Reputation Monitoring And Campaign Tracking

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Swipely, a startup that allows local businesses to manage customer loyalty programs using credit card purchase data, is announcing new features so those businesses can measure the impact that their online efforts have on in-store sales.

First, there’s a new capability called Campaign Insights. Founder and CEO Angus Davis said it’s built on the analytics capabilities that Swipely launched last year, except it applies uses those customer tracking and segmentation tools to determine whether a company’s online and offline marketing efforts are successful.

Since Swipely uses credit card data, it can not only show whether a campaign brought in new or returning customers, but also how much those customers spent on average. It also tracks whether customers brought in by a marketing campaign continue shopping at the store, and whether the campaign seems to be driving Yelp and Google reviews.

Speaking of reviews, the other major addition is the ability to monitor reviews on Google, Yelp, and OpenTable, and to respond to those reviews from within Swipely. Customers can see how their average reviews compare to the competition. And they can overlay that data with sales information — so for example, a business might see that after a string of negative Yelp reviews, sales went down.

Davis acknowledged that Swipely can’t draw a direct connection between reviews and sales, but he said, “Merchants do like to see the data in one place.”

The new features will be available to Swipely customers in May, Davis said. He also said that Swipely is now supported by more than 50 point0of-sale systems — which is important for getting into stores — and that the company is now managing $500 million in sales for its 1.5 million customers. Ultimately, he said his goal is to turn the Swipely platform into “an online operating system for local commerce.”

By the way, you may remember that prior to building its current product, Swipely started out as a network for users to share their purchases with their friends. Earlier tonight, I actually wrote aboutTophatter, the new product from Blippy, a previously competing company that also pivoted away from being a share-your-purchases social network.

Article courtesy of TechCrunch

May 2013
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