TEAM 3 Semester 1 Module 1 Group 3 Analysis

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Table of contents 1.0 Introduction...................................................................................................................... 2 1.1 The Client ................................................................................................................................... 2 1.2 Client goal .................................................................................................................................. 2 1.3 Overview section ........................................................................................................................ 2 1.3.1 Overview of the report ............................................................................................................... 3 1.3.2 Empirical research....................................................................................................................... 3 2.0 Problem Area.................................................................................................................... 4 2.1 Problem formulation .................................................................................................................. 4 2.2 Hypothesis ................................................................................................................................. 4 2.3 Constraints ................................................................................................................................. 5 3.0 Analysis ............................................................................................................................ 5 3.1 Mission, vision and values .......................................................................................................... 5 3.2 SWOT + TOWS ............................................................................................................................ 6 3.3 Qualitative and quantitative research......................................................................................... 8 3.3.1 Survey ......................................................................................................................................... 8 3.3.2 Usability .................................................................................................................................... 11 3.4 Segmentation ........................................................................................................................... 11 3.4.1 Consumer behavior ................................................................................................................... 12 3.4.2 Personas .................................................................................................................................... 13 3.5 The application market and competitors .................................................................................. 13 4.0 Project management breakdown .................................................................................... 15 5.0 Conclusion ...................................................................................................................... 15 6.0 Additional future opportunities ...................................................................................... 16 7.0 Literature list .................................................................................................................. 16 8.0 Appendix ........................................................................................................................ 17 8.1 Survey The questions and results ............................................................................................ 18 8.2 Gantt Chart............................................................................................................................... 23 8.3 Usability test ............................................................................................................................ 23 8.4 Articles ..................................................................................................................................... 28

Transcript of TEAM 3 Semester 1 Module 1 Group 3 Analysis

Page 1: TEAM 3 Semester 1 Module 1 Group 3 Analysis

Table  of  contents  

1.0  Introduction  ......................................................................................................................  2  1.1  The  Client  ...................................................................................................................................  2  1.2  Client  goal  ..................................................................................................................................  2  1.3  Overview  section  ........................................................................................................................  2  

1.3.1  Overview  of  the  report  ...............................................................................................................  3  1.3.2  Empirical  research  .......................................................................................................................  3  

2.0  Problem  Area  ....................................................................................................................  4  2.1  Problem  formulation  ..................................................................................................................  4  2.2  Hypothesis  .................................................................................................................................  4  2.3  Constraints  .................................................................................................................................  5  

3.0  Analysis  ............................................................................................................................  5  3.1  Mission,  vision  and  values  ..........................................................................................................  5  3.2  SWOT  +  TOWS  ............................................................................................................................  6  3.3  Qualitative  and  quantitative  research  .........................................................................................  8  

3.3.1  Survey  .........................................................................................................................................  8  3.3.2  Usability  ....................................................................................................................................  11  

3.4  Segmentation  ...........................................................................................................................  11  3.4.1  Consumer  behavior  ...................................................................................................................  12  3.4.2  Personas  ....................................................................................................................................  13  

3.5  The  application  market  and  competitors  ..................................................................................  13  

4.0  Project  management  breakdown  ....................................................................................  15  

5.0  Conclusion  ......................................................................................................................  15  

6.0  Additional  future  opportunities  ......................................................................................  16  

7.0  Literature  list  ..................................................................................................................  16  

8.0  Appendix  ........................................................................................................................  17  8.1  Survey  -­‐  The  questions  and  results  ............................................................................................  18  8.2  Gantt  Chart  ...............................................................................................................................  23  8.3  Usability  test  ............................................................................................................................  23  8.4  Articles  .....................................................................................................................................  28  

     

 

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1.0  Introduction  

What  you  are  about  to  read  is  the  analysis  report  about  the  Danish  company  Syntonetic  and  their  mobile  application  Moodagent.  Throughout  this  report  we  will  lean  on  the  information  we  received  during  the  client  brief  with  Lisa  and  Casper  from  Syntonetic.  We  have  been  asked  to  do  the  analysis  as  a  part  of  the  curriculum,  and  we  hope  the  findings  will  be  helpful  in  our  task  of  developing  a  solid  solution  for  the  client,  helping  them  to  reach  their  goal.    

1.1  The  client  Syntonetic  was  founded  in  2000  and  is  based  in  Copenhagen.  The  company  is  specialized  in  music  with  20  employees  covering  the  fields  of  developing,  design,  communication  and  music  analysis.  Based  on  their  expertise  knowledge  they  have  developed  and  designed  an  application  called  Moodagent  where  the  users  can  create  playlists  based  on  their  mood.  The  application  is  available  for  all  mobile  phones,  smartphones,  tablets  and  they  recently  launched  a  desktop  version.    Moodagent  is  an  intelligent  application  that  makes  it  fast  and  easy  to  create  playlists  based  on  the  users  mood,  and  get  music  recommendations  automatically.  It  is  a  music  profiling  technology  that  for  the  first  time  have  unlocked  the  emotional  codes  of  music,  categorizing  the  music  into  34  levels  or  degrees.    The  6  musicians  employed  in  Syntonetic  developed  a  system  which  recognizes  the  different  moods  and  genres  in  music.  One  could  say  that  they  have  mapped  out  the  music  DNA,  based  on  the  34  value  degrees.  The  system  is  constantly  under  further  development.  After  launching  the  application  18  months  ago,  the  company  has  been  very  inconsistent  in  their  business  model,  on  more  than  one  occasion  they  have  changed  the  price  of  the  app,  making  it  free  or  payable.    They  continually  spend  resources  on  analyzing  music  to  expand  their  knowledge  on  their  system.    

1.2  Client  goal  Syntonetic  wants  to  create  a  coherent  Moodagent  cross  platform  experience,  to  increase  the  number  of  users  to  50  million  within  7  months.  In  addition  the  goal  is  also  to  maintain  their  current  users.  

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1.3  Overview  section  In  this  chapter  we  have  made  an  overview  of  the  structure  of  the  report  and  written  about  our  empirical  research.  

1.3.1  Overview  of  the  report  

Chapter  1  is  an  overall  introduction  to  the  project.  We  will  introduce  the  client  and  their  goals  and  write  about  our  empirical  research.  Chapter  2  is  about  the  problem  area.  Here  we  will  write  the  problem  formulation.  Finally  we  will  write  the  constraints  and  hypothesis.  Chapter  3  is  about  Syntonetic  and  the  application  market.  We  will  analyze  the  company,  competitors  and  we  will  identify  the  user  and  their  behavior  patterns.    Chapter  4  is  about  project  management  breakdown,  here  we  will  write  about  which  tools  we  have  used  and  why.  Chapter  5  is  a  reflection.  Here  we  will  write  about  criticism  of  our  survey  and  Syntonetics  future  opportunities.  Chapter  6  is  the  conclusion.  We  sum  up  all  of  our  sub-­‐conclusions  in  a  final  conclusion.  Chapter  7  is  a  literature  list.  Chapter  8  withholds  appendix.  

 

 

 

 

 

1.3.2  Empirical  research  

To  make  the  analysis  as  adequate  as  possible,  it  has  been  important  for  us  to  gain  access  to  as  much  information  about  Syntonetic,  and  their  users  as  possible.  In  this  project  we  have  worked  with  both  primary  and  secondary  data.  Primary  data  is  the  data,  which  is  collected  to  satisfy  a  specific  analytical  purpose.  Secondary  data  on  the  other  hand  is  data,  which  already  exists  because  it  is  collected  for  different  reasons,  than  to  solve  a  specific  problem  area.  Secondary  data  is  relatively  cheap  to  collect,  but  

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are  also  more  inaccurate.  Primary  data  has  a  higher  degree  of  precision  and  quality,  but  are  more  time  consuming  and  expensive  to  collect.1  Our  primary  data  have  been  collected  from  the  client  brief  given  Thursday  May  5th,  personal  meeting  with  Lisa  and  the  rest  of  the  employees  from  Syntonetic  at  their  office  in  Frederiksberg.  In  addition  we  made  a  survey,  which  we  used  to  map  out  the  users  behavior  and  create  realistic  personas.  We  have  used  this  information  throughout  this  project,  for  example  to  further  identify  the  users  and  get  an  understanding  of  the  market  they  are  in  and  to  write  down  their  mission,  vision  and  values  to  analyze  the  company.  To  both  back  up  the  findings  of  our  primary  data  and  expand  the  information,  we  have  used  secondary  data  such  as  press  material  and  the  Internet  in  terms  of  articles,  forums,  blogs  etc.    

2.0  Problem  Area  

Syntonetic  is  with  their  music  application  Moodagent  a  business  with  a  good  position  on  the  market,  over  5  mill.  users  and  the  only  company  capable  of  precisely  cracking  the  emotional  codes  found  in  music2.  Today  Syntonetic  is  facing  a  series  of  challenges  as  the  market  for  mobile  application  is  exploding  in  size,  in  the  first  half  of  2010  the  mobile  application  market  was  worth  2,2  billion  dollars,  and  it  is  predicted  to  grow  even  more  after  launching  applications  for  tablets  as  well3.    When  you  are  in  such  a  dynamic  market  with  a  high  competitive  level  like  this,  it  is  our  belief  that  one  of  the  biggest  challenges,  is  to  differentiate  your  application  from  other  applications  and  constantly  re-­‐develop,  re-­‐think  and/or  re-­‐design  your  product  to  fit  the  users  needs.  The  demand  for  being  able  to  share  your  experiences  with  your  social  network  is  increasing  and  has  almost  become  a  natural  behavior  for  certain  modern  media  users,  this  opens  up  a  lot  of  possibilities  in  mobile  application  technology  to  explore  the  needs  and  behavior  of  the  target  group  and  differentiate  ourselves  from  other  possible  competitors.  

2.1  Problem  formulation  How  can  we  improve  Moodagent  to  create  a  unique  and  coherent  experience  for  the  user  across  all  platforms,  by  analyzing  the  applications  strengths  and  weaknesses  to  further  differentiate  the  application  from  other  applications  and  thereby  keep  the  existing  users  and  attract  new  ones?  

2.2  Hypothesis  ● In  order  to  get  an  in  depth  understanding  of  the  relationship  between  Moodagent  and  their  

customers,  we  need  to  look  into  how  and  when  people  listen  to  digital  music  and  what  platforms  they  use.  

● We  need  to  look  into  the  cultural  habits  of  the  target  group  to  learn  more  about  their  behavior,  in  order  to  provide  a  solution  that  adds  value  to  the  potential  customers.  

1  International  Marketing  3.  edition,  page  267-­‐270

2  http://www.moodagent.com/about/more-­‐about-­‐us 3  http://thenextweb.com/mobile/2010/08/20/the-­‐mobile-­‐application-­‐market-­‐to-­‐nearly-­‐triple-­‐in-­‐size-­‐this-­‐year/

4  http://www.business.dk/tech-­‐mobil/smartphones-­‐indtager-­‐danske-­‐hjem 5 http://www.moodagent.com/ 6  http://en.wikipedia.org/wiki/SWOT_analysis 7 We  refer  to  appendix  8.1  which  include  the  survey  questions  and  results. 8  We  refer  to  appendix  8.3  which  the  results  of  our  usability  test.     9  The  information  we  used  to  write  this  chapter  we  got  from  our  own  research  (usability  and  survey)  as  well  as  the  

2  http://www.moodagent.com/about/more-­‐about-­‐us 3  http://thenextweb.com/mobile/2010/08/20/the-­‐mobile-­‐application-­‐market-­‐to-­‐nearly-­‐triple-­‐in-­‐size-­‐this-­‐year/

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● We  believe  that  smartphones  are  the  way  of  the  future4  and  therefore  we  decided  not  to  take  the  application  on  the  feature  phone  into  consideration,  we  therefore  only  focused  on  improving  the  application  on  smartphones,  desktops  and  tablets.    

2.3  Constraints      ● Budget  of  maximum  36  weeks  of  manual  labor.  

3.0  Analysis  

To  analyze  Syntonetic  as  an  organization  and  identify  the  market  and  the  users,  we  have  made  a  SWOT/TOWS,  surveys  and  usability  tests.  

3.1  Mission,  vision  and  values  To  gain  further  knowledge  about  the  organization,  we  have  analyzed  and  written  down  their  mission,  vision  and  values.  This  information  is  based  on  what  we  have  read  about  them  on  their  website,5  and  taken  from  a  personal  meeting  we  had  with  them  Friday  May  the  6th  at  their  office.    Mission    The  mission  holds  the  thoughts  and  ideas,  on  which  the  organization  survives.  Their  mission  is  to  make  Moodagent  deliver  intelligent  solutions  that  automatically  decodes  every  musical  property  in  songs/pieces‚  including  moods  and  emotions  for  leading  mobile  device  manufacturers,  mobile  operators,  online  music  businesses  and  music  streaming  services.  Along  with  their  partners,  Syntonetic  offers  unique  profiling  capabilities  and  share  this  resource  with  everyone  who  enjoys  music.    Vision  The  vision  is  the  highest  goal  of  the  organization.  Syntonetics  vision  is  to  be  the  leading  company  within  their  area/market,  continually  providing  their  users  and  partners  with  the  latest,  most  unique  technology  worldwide.        Values  Syntonetic  is  using  their  passion  for  music  to  create  and  offer  an  intelligent  music  system,  making  it  possible  for  music  lovers  to  explore  music  in  a  new  and  different  way.  It  is  important  that  every  employee  is  passionate  about  the  product  and  open-­‐minded  towards  constantly  improving  Moodagent.      

 

 

4  http://www.business.dk/tech-­‐mobil/smartphones-­‐indtager-­‐danske-­‐hjem 5 http://www.moodagent.com/

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3.2  SWOT  +  TOWS  The  SWOT  will  be  used  to  analyze,  as  this  is  a  strategic  planning  method  to  evaluate  the  Strengths,  Weaknesses,  Opportunities,  and  Threats  involved  in  the  company.  It  involves  the  specifying  objectives  of  the  project  venture  and  identifies  the  internal  and  external  factors  that  are  favorable  and  unfavorable  to  achieve  these  objectives.  To  ensure  that  we  add  value  to  all  the  findings  from  the  SWOT  analysis,  a  TOWS  will  be  provided.6      

SWOT/TOWS      

Strengths    1. Highly  specialized  

(Digital  Processing)  2. A  good  understanding  of  

music    3. Large  data  sets  4. 5  Mill  users  in  220  

countries  5. Close  partnership  with  

the  Blackberry  6. Close  dialogue  with  the  

support,  to  get  feedback  from  the  users  

7. Close  partnership  with  record  companies,  both  nationally  and  internationally  (SONY)  

 

Weaknesses  1. Inconsistent  in  pricing  

and  business  model  2. Problems  with  

recommendation/Not  working  

3. Lack  of  further  development  -­‐  no  usability  tests  

4. Price  is  to  high  5. New  company  -­‐  lack  of  

experience  6. Few  features  on  the  

desktop  version  7. Not  using  the  full  

potential  of  the  technology  in  the  user  interface  of  the  application  

8. No  coherent  design  and  navigation  throughout  the  different  platforms    

6  http://en.wikipedia.org/wiki/SWOT_analysis

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Opportunities  1. Further  develop  the  

features  on  the  Moodagent        

2. B2B  market  -­‐  sell  their  knowledge  to  other  businesses  

3. Google  Addwords  4. B2B  market  -­‐  collaborate  

with  companies  with  stream  services  

5. Apples  Commercial  service  -­‐  IADDS!    =  richmedia.  

6. Improve  the  opportunities  in  using  social  media  

7. Save  your  music  external  on  a  cloud  server  

   

MAXI  –  MAXI  S1+S2+S3+O1+O6    Develop  more  features  and  improve  the  user  experience  across  all  platforms    S1+S2+S3  +  O2  Take  use  of  their  specialised  knowledge  to  improve  the  possibilities  on  B2B  -­‐  create  a  blue  ocean    S7+O4+O2  Improve  their  business  model  to  create  a  clear  strategy  and  direction  for  the  company    

MINI    -­‐  MAXI  W6  +  O1  Use  the  technology  to  further  develop  more  features    O4+W2+W4  A  deal  with  streaming  services  for  a  small  fee  will  give  the  user  a  better  service    O1  +  W7  Develop  a  desktop  version  of  the  application  that  has  more  features  and  a  more  coherent  design  

Threads    1. New  market  -­‐  Hard  to  

navigate  in  2. Music  rights  disputes  

when  it  comes  to  streaming  

3. Speed  of  new  development  on  the  application  market.  

4. Other  companies  developing  an  application  that  can  do  the  same  and  more  

   

MAXI  –  MINI  S7+T2  Close    partnership  with  the  record  companies  and  neutralize  the  threads  from  the  music  industry  concerning  music  rights    S6  +  T3  The  close  dialog  with  the  user  ensures  Moodagent  to  be  able  to  follow  the  speed  on  the  application  market.          

MINI-­‐  MINI    It  is  a  new  market  for  everybody  developing  applications.  The  companies  in  the  field  may  find  strength  in  collaboration  and  sharing  their  knowledge.  

 Sub  conclusion  From  our  SWOT/TOWS  analysis  we  can  conclude  that  Moodagent  has  many  different  strategic  options,  in  order  to  use  their  strengths  and  thereby  increase  the  options  to  ensure  a  successful  placement  in  the  application  market.  For  example  if  they  exploit  their  music  knowledge  more,  they  have  several  options  in  dealing  with  the  problems  within  the  problem  area.    A  possible  strategy  could  be  to  move  towards  the  B2B  market,  to  collaborate  more  instead  of  competing.  By  collaborating  with  companies  with  the  same  level  of  experience  but  in  another  area,  it  could  open  up  possibilities  in  creating  a  unique  product  and  therefor  place  themselves  in  a  blue  ocean.  

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3.3  Qualitative  and  quantitative  research  

3.3.1  Survey7  

To  get  an  idea  of  how  the  current  and  potential  target  group  uses  music  on  the  different  platforms,  we  conducted  a  survey.  The  survey  was  posted  on  Facebook  and  relevant  music  pages  on  Facebook  to  reach  the  potential  users  of  Moodagent.    The  survey  had  48  respondents,  21  male  and  27  female.  72  %  of  the  respondents  were  in  the  age  group  25-­‐34  year  old,  15%  were  in  the  age  group  14-­‐24  years  old,  while  9%  were  35-­‐44  years  old.    When  asked  where  they  mostly  listen  to  their  music  the  replies  from  the  respondents  came  out  as  follows:  

   64%  answered  yes  on  having  a  smartphone,  divided  on  the  following  brands:    

     When  asked  how  many  songs  they  have  stored  on  their  phone  the  respondents  had  the  following  replies:    

7 We  refer  to  appendix  8.1  which  include  the  survey  questions  and  results.

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   We  asked  the  respondents  to  list  how  they  listened  to  music.  The  respondents  were  able  to  select  more  than  one  option.  Mp3  files  came  in  as  the  high  score  as  22  out  of  48  of  the  respondents  listening  to  music  in  this  format.  Second  runner  up  is  streaming  where  17  out  of  48  answers  that  they  stream  their  music.    

   When  asked  how  they  discover  new  music  45%  of  the  respondents  stated  that  they  discover  new  music  from  friends  while  30%  discover  new  music  from  the  radio.    32  %  of  the  respondents  have  a  music  subscription.  The  divisions  on  the  different  music  subscription  sites  were  as  follows:    

     

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The  most  popular  music  player  used  by  the  respondents  is  iTunes  music  player  with  80%  usage.    

   Last  we  asked  the  respondents  if  they  purchase  music  online  and  68%  answered  yes  to  this  question,  with  the  following  division  on  frequency:    

   Purchases  divided  on  the  different  stores:    

     Sub  conclusion  We  found  that  even  though  a  large  number  of  the  respondents  has  a  music  subscription,  they  are  most  likely  to  discover  new  music  from  the  social  network  or  from  listening  to  the  radio.  From  this  we  conclude  that  the  user  of  the  subscriptions  search  for  music  they  already  know.  

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Mp3  files  are  the  most  popular  music  format,  and  a  large  number  of  the  respondents  have  more  than  500  songs  on  their  mobile  phone.    

3.3.2  Usability8  

We  have  chosen  to  make  a  usability  test,  because  the  usability  and  user  experience  is  of  great  importance  for  Moodagent.  At  our  meeting  with  Syntonetic  we  found  out  that  they  only  tested  the  Nokia  version,  and  that  they  would  like  to  use  more  resources  on  usability  testing.  Because  the  Moodagent  is  on  different  platforms,  we  chose  to  test  it  on  both  the  smartphone  and  desktop  version.    In  the  usability  test  we  chose  to  value  intuitive  usage  prior  to  specific  technological  knowledge.    This  choice  was  implemented  in  our  selection  of  respondents  in  the  test  of  the  iPhone  application  and  the  desktop  version.  The  reason  for  disregarding  the  respondents  previous  knowledge  of  the  given  technological  devices,  is  that  we  wanted  to  investigate  the  users’  intuitive  interaction  with  the  application,  since  we  believed  that  this  would  create  valuable  findings  across  the  platforms,  to  be  used  in  the  solution  phase.  Another  approach  could  have  been  to  look  deeper  into  the  specific  users  of  the  given  platforms,  which  would  have  resulted  in  a  more  narrow  perspective.    Sub  conclusion    The  results  of  the  usability  test  gave  us  a  better  ideas  of  Moodagents  pros  and  cons.  The  user  experience  was  not  the  same  on  the  different  platforms,  the  majority  had  a  hard  time  getting  started  with  the  iPhone  application  and  figure  out  the  functions  and  opportunities  within  the  application.  However  the  majority  of  the  test  persons  liked  the  design  of  the  iPhone  application,  but  the  desktop  version  had  some  downfalls,  which  was  a  lack  of  explanations  to  the  functions,  and  the  design  were  not  coherent  with  the  iPhone  version,  as  the  elements  are  placed  radically  different.  They  liked  the  recognizability  that  after  all  was  present  because  of  the  sliders,  as  it  eased  the  usage  substantially.  The  usability  test  gave  us  curtain  ideas  for  further  development  on  both  platforms,  something  we  will  elaborate  on  in  the  solution  phase.      

8  We  refer  to  appendix  8.3  which  the  results  of  our  usability  test.    

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3.4  Segmentation  Through  usability  test  and  from  the  survey  results  we  have  tried  to  identify  the  user  and  their  behavior  patterns.  

3.4.1  Consumer  behavior9  

The  fast  growing  application  market  forces  companies  to  understand  their  users’  needs,  in  order  to  meet  them.  A  way  to  do  that  is  to  constantly  test  your  products  within  the  target  group,  to  define  their  needs,  expectations  and  values.  If  not  the  company  can  risk  getting  cut  off,  or  lose  interest  from  their  users,  who  will  find  the  required  product  or  service  elsewhere.    Since  Moodagent  is  digital,  we  will  take  a  look  at  some  factors  influencing  the  users’  digital  shopping  behavior.  The  percentage  of  individuals  between  16-­‐74  in  the  EU  who  purchased  products  or  services  over  the  Internet,  has  increased  greatly  over  the  last  years.  The  highest  propositions  of  Internet  shoppers  in  2007  were  actually  recorded  in  Denmark.      Lots  of  factors  influence  the  users  digital  shopping  behavior,  for  example  transactions  costs,  risks,  usefulness,  personal  and  situational  factors  and  social  norms.  Our  main  focus  will  be  on  which  of  these  factors  affects  the  user  behavior  and  the  company-­‐user  interactivity,  to  get  an  idea  of  the  target  group  and  their  behavior  pattern,  and  what  the  companies  should  do  to  reach  and  keep  this  group.  With  this  knowledge  we  get  an  overview  in  which  areas  Syntonetic  should  place  their  focus  to  optimize  the  user  experience  and  create  loyalty.    Our  research  shows  that  networking  socially  on  websites  such  as  Facebook  and  Twitter  has  a  great  impact  on  how  we  behave,  for  example  the  interest  in  sharing  music,  feelings  and  experiences  has  increased  and  we  tend  to  influence  each  other  with  our  opinions  on  different  subjects.  Someone’s  acceptance  of  a  product  or  service  from  our  social  network  is  of  great  importance,  and  we  value  their  opinion.  Therefore  it  is  important  for  Syntonetic  to  have  socializing  features,  in  that  way  they  can  get  feedback  on  their  product  and  let  the  users  market  them  if  however  they  like  the  product/  feature.    The  users  behave  differently  regarding  age,  and  stage  in  the  life  cycle.  Teenagers  often  choose  different  products  or  brands  than  their  parents  or  grandparents.  The  taste  changes  along  with  the  possibilities,  society  developments  or  certain  happenings  through  life  i.e.  being  a  parent,  marriage,  change  of  job,  moving,  illness  and  getting  older.  Self-­‐perception  also  influences  on  the  user  behavior.  Because  the  user  often  uses  the  consumption  to  express  Ones  personality,  one  often  choose  a  product  or  service  consistent  with  Ones  self-­‐perception.    

9  The  information  we  used  to  write  this  chapter  we  got  from  our  own  research  (usability  and  survey)  as  well  as  the  book;  “Kotler  on  marketing”  by  Philip  Kotler

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3.4.2  Personas  

We  have  made  two  personas  who  we  feel  represents  Moodagents  target  group.    

Christian  is  a  31-­‐year-­‐old  man,  living  in  Brønshøj  with  his  girlfriend.  He  works  with  IT  and  likes  his  job,  bikes  to  work  every  morning  and  is  very  dedicated  in  keeping  a  healthy  lifestyle.  After  work  he  typically  goes  to  the  gym,  or  meet  up  with  friends.  Christian  and  his  girlfriend  are  very  social  and  often  have  friends  or  family  over.  Christian  usually  finds  information  about  new  events,  products  etc.  on  the  Internet,  social  medias  or  through  friends,  whose  opinion  he  appreciates.    Christian  is  a  loyal  customer  when  he  finds  a  provider  he  trusts  and  have  good  experience  with.  He  chooses  his  products  or  services  on  the  grounds  of  society/user  

trends,  prices  and  accessibility  -­‐  He  knows  what  he  wants  and  is  not  willing  to  compromise.  When  he  is  looking  for  a  new  product  or  service  he  spends  a  lot  of  time  researching  about  it  on  the  Internet.  For  example  through  forums  or  other  sites  with  user  experiences  and/  or  ratings.  His  friends  acceptance  and  recommendations  is  also  an  important  factor  for  Christian,  when  choosing  new  products.        

Karen  is  a  25  year-­‐old  single  woman  living  in  Copenhagen,  Nørrebro.  She  finished  her  multimedia  designer  education  last  year  and  is  now  working  full  time  in  an  advertising  agency,  which  takes  up  a  lot  of  her  time.  When  she  is  off  from  work,  she  usually  meets  up  with  some  of  her  friends.  She  spends  a  lot  of  time  on  the  Internet,  especially  on  online  shopping,  blogging  and  on  social  networking  sites.  She  is  very  keen  on  following  new  trends,  but  gets  

tired  of  them  just  as  fast,  unless  she  is  very  pleased  with  the  product  or  service.    Karen  is  very  into  companies  that  offers  her  “more”,  such  as  specialized  or  individualized  products,  meeting  her  taste  and  preferences.  Karen's  social  network  are  very  important  to  her,  as  they  help  her  being  updated  in  trends  and  their  opinion  is  of  great  value  to  her.    The  segment  Christian  and  Karen  is  representing  is  very  orientated  about  the  latest  news  in  both  society  and  technology.  The  segment  is  therefore  active  and  curious  in  the  search  for  new  happenings  and  products  online  and  through  friends.    Therefore  it  is  a  segments  being  easy  to  reach  because  it  is  very  open  and  dedicated  to  new  trends  and  products.  It’s  a  segment  in  growth  and  a  segment  using    both  time  and  money  on  their  lifestyle.  However,  the  segment  is  also  a  bit  difficult  to  keep,  without  offering  them  new  or  other  services.10    

10    http://www.b.dk/danmark/danske-­‐unge-­‐har-­‐flest-­‐penge-­‐til-­‐forbrug-­‐i-­‐norden

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3.5  The  application  market  and  competitors  The  application  market  is  both  new  and  enormous.  It  is  a  market  in  constant  development  and  You  have  to  have  a  unique  product  to  preserve  interest  among  the  many  users.    In  the  article  "Tænk  syv  gange  før  i  App’er"  by  Timme  Bisgaard  Munk    they  undergo  a  series  of  elements  which  are  necessary  to  secure  downloads  and  awareness  of  one's  application.  One  of  these  elements  is  all  about  users  needs.  Due  to  the  application  market  being  relatively  new,  the  need  for  applications  is  also  new.  Often  the  users  are  in  a  situation  which  they  would  like  to  change  to  something  better.  That  means  that  the  need  for  applications  is  the  need  for  "the  little  extra".  Therefore  it  can  often  be  a  need  that  the  users  are  not  aware  they  have  and  it  can  be  a  challenge  to  develop  applications  that  is  not  a  current  demand.  One  can  instead  be  based  on  some  basic  needs  such  as  recreation  and  entertainment.      When  users  press  an  app,  they  do  it  because  they  have  a  need  that  this  app  can  satisfy.  The  app  must  be  based  on  their  needs,  not  the  developers’  needs.  Here  are  the  typical  four  needs  at  stake:  •  Users  are  bored  and  want  to  get  diversion.  •  Users  will  solve  a  little  practical  task  •  Users  will  connect  with  their  social  network  •  Users  will  find  out  what  is  happening  socially,  culturally  or  commercially  right  now  in  their  mobile  phone.    If  we  look  at  these  needs  with  Moodagent  they  go  in  the  direction  of  "that  little  extra.  "Moodagent  adds  music  experience  with  something  extra,  to  listen  to  music  based  on  your  mood.  That  is  why  they  combine  music  and  emotions  and  makes  the  experience  more  personalized  for  the  user.  The  next  challenge  is  to  keep  the  current  users.  There  must  be  a  further  development  in  their  product  to  meet  new  needs.  We  will  take  a  further  look  at  in  our  solution.    Before  we  do  that,  we  will  have  to  take  a  look  at  the  competitors.  We  will  list  up  some  of  the  competitors  in  order  to  get  closer  to  a  solution  that  will  differentiate  Moodagent  compared  to  the  other  actors  on  the  market.  Some  of  the  actors  worth  mentioning  are  Shazam,  which  is  also  a  app  for  the  smartphone  that  recognize  music.  So  in  that  sense  it  is  a  big  competitor  because  of  their  specialized  knowledge  in  analyzing  music.    Another  competitor  is  Apples  feature  Genius,  which  recommends  music  based  on  the  music  inside  your  library.  Another  company  is  The  Echonest  that  is  a  American  company  who  provides  the  B2B  market  with  specialized  music  knowledge,  they  have  provided  their  knowledge  to  the  new  Goggle  Music  Beta  witch  has  the  same  functions  as  Apples  Genius.  So  the  biggest  competitors  to  Moodagent  are  companies  who  also  specialize  in  music  knowledge.      

 

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4.0  Project  management  breakdown  

Group  Communication  Based  upon  the  starting  point  of  the  project,  the  group  made  a  collaboration  agreement,  stating  due  to  the  nature  of  this  specific  assignment.  The  group  have  agreed  on  working  from  9:00,  till  at  least  15:00,  all  weekdays.  This  means  all  of  us  will  be  part  of  the  analysis  process.  To  manage  the  group  work  process  and  writing  the  analysis  report,  we  are  using  free  tools  found  in  the  cloud  cloud  computering11  like  Google  Documents  to  write  the  report,  or  Dropbox  to  share  the  different  files  each  student  wants  to  share.    Communication  A  Facebook  group  has  been  set  up,  where  all  members  of  the  group  can  post  relevant  links,  and  communicate  though  the  social  media  with  the  other  group  members.    File  Sharing  Files,  images,  relevant  PowerPoint  shows  etc.  are  going  to  be  shared  in  a  Dropbox  folder,  that  all  members  of  the  group  will  have  access  to.    Report  Writing  The  report  is  written  in  Google  Documents,  where  each  group  member  has  the  opportunity  to  write  on  simultaneously.  Using  Google  Documents  enables  all  group  members  to  read  what  the  others  have  written.  Furthermore  we  will  be  sitting  together  to  make  the  report  coherent.  After  finishing  the  report  in  Google  Documents,  will  we  drag  it  over  to  Word  to  make  it  more  spicy  and  more  catchy,  so  that  the  small  mistakes  will  be  fixed.    Time  and  tasks  Deadlines  and  assignments  are  being  managed  in  the  Gantt  chart,  that  we  all  have  access  through  the  Google  Docs.  (see  appendix)  We  have  chosen  to  make  the  conclusions  part  and  reflections  part  together  to  ensure  that  all  group  members  has  understood  and  agreed  on  what  has  been  written.  The  Gantt  chart  may  have  been  a  great  advantage  in  the  planning  of  a  start-­‐up  and  further  development  because  it  has  gives  us  a  great  overview  of  our  deadlines,  but  also  for  what  should  be  done  on  the  given  day.  

11  http://en.wikipedia.org/wiki/Cloud_computing

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5.0  Conclusion  

In  this  conclusion  we’ll  attempt  to  sum  up  on  our  analysis,  thereby  answering  the  questions  asked  in  the  problem  formulation:      “How  can  we  improve  Moodagent  to  create  a  unique  and  coherent  experience  for  the  user  across  all  platforms,  by  analyzing  the  applications  strengths  and  weaknesses  to  further  differentiate  the  application  from  other  applications  and  thereby  keep  the  existing  users  and  attract  new  ones?”    

● In  working  with  Moodagent  we  have  analysed  the  organization  and  utilizing  a  SWOT  analysis,  and  from  these  investigations,  we  found  that  Syntonetic  has  a  variety  of  strategic  options  available  to  them,  in  order  to  maximize  potential  and  future  success  on  the  mobile  application  market.  Our  TOWS  further  indicate  that  expanding  the  design  features  and  adding  detail  to  the  user  interface  would  be  beneficial.  Furthermore,  the  high  level  of  musical  knowledge  Syntonetic  posses,  could  lead  to  expanding  their  target  group  which  include  musicians  and  agencies  (Business  to  Business  market).  

● From  our  quantitative  research  we  have  gained  further  insight  to  the  current  and  potential  target  groups’  needs  and  behaviour  patterns.  One  interesting  behaviour  is  that  a  wast  majority  of  the  target  group  rely  on  their  social  network  or  the  radio  for  musical  recommendations.  Regarding  the  device  for  playback,  the  smartphone  is  the  gadget  of  choice.  A  need  for  the  users,  that  we’ll  try  and  handle  in  our  solution  report,  is  online  streaming  of  music.  

● Our  qualitative  research  leads  us  to  conclude,  that  Moodagent  have  a  solid,  strong  product  in  when  talking  of  concept  and  design,  but  have  same  shortcomings  in  regards  to  usability.  We’ll  take  a  closer  look  at  this  in  our  solution  report.  

 

6.0  Additional  future  opportunities  

Bon  our  analysis  we  find  that  it  would  be  a  good  idea  to  explore  the  opportunities  in  the  B2B  market  further,  in  order  to  build  a  stronger  brand  by  collaborating  with  the  competitors  instead  of  fighting  them.        Another  way  for  Syntonetic  to  reach  their  goal  could  be  optimizing  the  social  functions  within  Moodagent    and  to  have  this  in  consideration  on  all  platforms  to  improve  the  user  experiene.    

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7.0  Literature  list  

International  Marketing  3.  Edition    Philip  Kotler:  “Kotler  on  marketing”    http://www.moodagent.com/about/more-­‐about-­‐us    http://www.moodagent.com/wp-­‐content/uploads/Moodagent_3.0_DK_Presse.pdf    http://thenextweb.com/mobile/2010/08/20/the-­‐mobile-­‐application-­‐market-­‐to-­‐nearly-­‐triple-­‐in-­‐size-­‐this-­‐year/    https://spreadsheets.google.com/viewform?hl=en&formkey=dFI1Q2JZeVBENzFhNGVnY2ExRDJSbmc6MQ        https://spreadsheets.google.com/ccc?key=0An4O3NhiJDRgdDhPbXo1YmZDUGxwVjlXWDRuZzZLU1E#gid=0      http://www.b.dk/danmark/danske-­‐unge-­‐har-­‐flest-­‐penge-­‐til-­‐forbrug-­‐i-­‐norden      http://en.wikipedia.org/wiki/Cloud_computing                      

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8.0  Appendix  

8.1  Survey  -­‐  The  questions  and  results    1.  Which  age  group  do  you  belong  in?    

 2.  Are  you  male  or  female?  

-­‐  21  male  -­‐  27  female  

 3.  Do  you  own  a  smartphone?    

                     

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4.  If  yes,  what  kind?      

 5.  How  many  songs  do  you  have  stored  on  your  mobile  phone?    

   6.  Which  music  player  are  you  using  on  your  computer?    

   

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7.  When  do  you  primarily  listen  to  music  on  your  mobile  phone?  (max.  2  choices)        

     8.  How  are  you  primarily  listening  to  music?    

   9.  Do  you  buy  music?    

   

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10.  If  yes,  where  do  you  buy  your  music?    

     11.  -­‐  And  how  often  do  you  buy  music?    

   12.  If  you  don’t  buy  music  how  do  you  then  acquire  music?  (type  in  field)  

-­‐  Streaming  service  such  as  Grooveshark  and  Youtube  -­‐  Radio    

13.  How  do  you  primarily  discover  new  music?    

   

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14.  If  you  have  a  subscription  to  a  music  service,  choose  below:    

     15.  Are  you  willing  to  pay  for  a  streaming  service?    

   16.  What  is  the  maximum  amount  you  are  willing  to  pay  for  a  monthly  subscribtion?     -­‐  On  average  the  respondents  are  willing  to  pay  a  maximum  of  150kr.    17.  How  often  to  concerts?    

   

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8.2  Gantt  Chart    

   

 

 

 

 

 

 

 

 

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8.3  Usability  test    We  tested  7  people  (both  male  and  female)  in  the  age  from  21  to  33.  The  test  persons  had  a  variation  regarding  technical  equipment  and  experience  with  different  digital  platforms.    When  Syntonetics  primary  product  is  the  Moodagent  mobile  application,  the  test  persons  started  testing  the  application  on  an  iPhone  and  afterwards  they  tested  the  desktop  version,  and  compared  the  experiences.        Person  1:  28  year  old  male  No  smartphone  (Samsung)  PC  user    Mobile  application:  He  thinks  it’s  an  app  for  categorizing  music  in  moods,  which  can  create  playlists  from  the  music  stored  on  your  smartphone,  based  on  the  mood  you  choose.  He  think  the  sliders  work,  but  he  also  thinks  he  can  turn  the  sliders  on  and  off  by  clicking  on  them  -­‐  he  finds  it  a  little  confusing  when  it  doesn’t  work.  After  a  couple  minutes  he  gets  how  they  work,  and  how  to  turn  them  on  and  off.  When  asked  to  find  “recommendations”  he  uses  the  quick  guide  to  find  out  where  to  click.  He  likes  the  design  and  graphics.  When  asked  to  try  and  share  a  playlist  on  facebook,  he  opens  up  the  quick  guide  again  -­‐  when  he  doesn’t  find  the  answer  there  he  gives  up.  In  general  he  likes  the  idea  of  the  app  -­‐  but  thinks  it  needs  to  be  more  precise  in  defining  the  songs  mood.  He  misses  a  feature  in  which  he  can  edit  the  songs  mood,  sort  of  like:  -­‐  “I  don’t  think  this  song  is  as  happy  as  it  says,  can  I  please  change  that??”  He  would  like  the  quick  guide  to  be  more  informative  and  central  in  the  app,  because  he  needs  help  to  get  started  and  he  wants  help  along  the  way.    Desktop  version:  He  immediately  recognizes  the  app  because  of  the  design.  He  also  recognizes  the  sliders  and  quickly  finds  out  how  to  create  a  playlist.  He  cant  see  what  is  click-­‐able  and  what  is  not,  because  the  cursor  doesn’t  change  looks  -­‐  this  is  something  he  expects,  so  therefore  it  is  confusing.  He’s  not  sure  he  would  use  it,  because  he  has  something  like  it  in  winamp.  He  likes  the  design.    Person  2:  27  year  old  male  No  smartphone  but  he  ownes  an  iPad  Mac  user  

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 Mobile  application:  He  doesn’t  understand  the  sliders,  he  clicks  on  the  quickguide  but  doesn’t  read  it.  He  reads  the  different  moods  and  suggests  that  maybe  the  app  will  play  music  from  these  moods.  He  feels  happy  and  clicks  on  happy,  but  nothing  is  happening  -­‐  he  clicks  play  but  nothing  happens.  He  eventually  clicks  on  the  iPod  icon  and  chooses  a  song  from  the  library  which  creates  a  playlist  -­‐  he  still  doesn’t  know  the  sliders  function.        When  asked  to  create  a  playlist  from  his  current  mood,  he  doesn’t  know  how  to  do  it.  He  tries  to  create  one  from  the  iPhone  library.  When  asked  to  try  and  share  a  playlist  on  facebook,  he  clicks  on  the  icon  next  to  the  song  and  then  on  configure  -­‐  he  finds  the  connections  in  configure.  In  general  he  likes  the  idea  of  mooding  music,  but  he  still  doesn’t  understand  how  to  create  his  own  playlist  based  on  his  mood.  He  doesn’t  think  the  sliders  colors  and  icons  fits  the  five  moods.  He  would  like  a  simpler  helping  guide,  which  takes  him  through  one  function  at  a  time  instead  of  it  all  at  once.  He  needs  help  and  doesn’t  know  where  to  find  it,  which  frustrates  him.  He  clicks  on  help  in  configure,  which  takes  him  to  a  website  -­‐  he  doesn’t  like  that,  he  wants  the  help  within  the  app.    Desktop  version:  High  level  of  recognizability  because  of  the  design.  He  likes  that  the  function  of  saving  a  playlist  is  much  more  visible  on  the  desktop  version  than  on  the  application.  He  still  cant  figure  out  the  sliders,  he  wants  to  drag  the  tracks  to  the  window  on  the  right  side  of  the  screen.  When  he  wants  to  buy  a  track  he  doesn’t  like  that  he  is  sent  to  a  website  instead  of  being  able  to  buy  it  directly  within  the  program.  He  suggest  to  make  it  user  interactive  so  that  users  can  rate  the  songs,  recommend  tracks  and  comment  on  them.  He  doesn’t  think  that  he  would  use  moodagent  because  he  likes  the  player  he  already  has.    Person  3:  21  year  old  female  Owns  a  smart-­‐phone  Mac  user    Mobile  application:  She  quickly  gets  the  idea  of  the  app.  she  clicks  around  and  finds  out  how  to  work  the  sliders.  She  doesn’t  understand  that  the  tracks  changes  when  she  adjusts  the  sliders,  but  eventually  she  finds  out.  She  thinks  the  music  on  the  playlist  fits  the  mood  she  chose.  When  asked  to  find  the  recommendations  she  finds  for  one  track,  but  not  for  the  playslist.  When  asked  to  share  the  playlist  on  facebook,  she  clicks  around  but  gives  up  after  clicking  on  everything.  In  general  she  likes  the  idea  of  “mooding”  your  music,  but  she  misses  the  link  to  facebook  and  would  like  that  feature  to  be  more  visible.    

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Desktop  version:  She  understands  moodagent  much  better  on  the  desktop  version  than  on  the  application.  She  thinks  the  slider  and  playlist  window  on  the  left  is  too  small  and  needs  to  be  more  in  focus  than  the  recommendations  window.  Regarding  the  sliders  she  would  like  it  to  be  more  clear  that  they  slide,  maybe  a  video  guide  so  one  would  know  exactly  how  they  work.  She  would  also  like  to  know  how  big  a  percentage  of  each  mood  there  is  in  each  song.  She  would  like  to  use  this  application  on  the  desktop,  and  she  thinks  it  would  be  a  great  feature  in  iTunes.            Person  4:  28  year  old  male  No  smartphone  Mac  user    Mobile  application:  Immediately  he  clicks  on  the  quick  guide  to  get  an  idea  of  how  it  works.  He  reads  the  guide  but  still  doesn’t  get  the  idea  of  the  sliders,  instead  he  waits  for  the  music  to  start  by  itself,  and  tries  to  click  play.  He  eventually  clicks  on  the  iPod  icon  and  chooses  a  song  from  the  library  and  it  creates  a  playlist.  When  the  screen  changes  and  the  playlist  is  revealed  he  realizes  that  he  knows  about  the  application,  but  he  hasn’t  tried  it.  He  found  out  about  the  app  on  a  news  page.  He  likes  the  sliders  and  thinks  they  work  fine.  He  creates  a  mood,  but  he  doesn’t  think  the  music  fits  the  mood  he  chose.  When  asked  to  find  the  recommendations  he  clicks  on  the  right  icon.  He  would  like  the  ability  to  purchase  music  within  the  app  instead  of  being  lead  to  the  store,  because  he  cant  find  back  to  the  app  once  he  clicked  on  a  track.  When  asked  to  share  a  playlist  on  facebook  he  clicks  around  most  of  the  features  but  eventually  he  gives  up,  the  he  tries  to  look  for  the  quick  guide  but  doesn’t  find  it.  Generally  he  likes  the  app,  nice  and  simple,  but  maybe  a  little  too  simple  due  to  the  fact  that  he  cant  find  most  of  the  features.  He  misses  a  free  text  search  area  in  the  iPod  library.  He  likes  the  design  and  especially  the  idea  of  the  sliders.    Desktop  version:  He  likes  that  he  has  a  better  overview  of  Moodagent  because  of  the  bigger  screen.  He  likes  the  smartphone  application  better  than  the  desktop  version,  because  it  he  thinks  it  seems  simpler.  He  cant  see  what  is  click-­‐able  and  what  is  not,  because  the  cursor  doesn’t  change  looks  -­‐  this  is  something  he  expects,  so  therefore  it  is  confusing.  He  would  like  a  guide  to  take  him  through  all  the  features  in  Moodagent  when  it  starts  up.  He  thinks  he  would  use  the  smartphone  application,  but  not  the  desktop  version.  He  doesn’t  like  that  the  recommendation  window  is  so  large,  he  would  prefer  to  have  the  sliders  and  playlist  as  the  main  focus,  just  as  they  are  on  the  application.  The  sliders  doesn’t  seem  to  be  important  when  they  are  placed  in  the  small  window  to  the  left  -­‐  this  works  better  on  the  application  because  they  

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are  placed  in  the  center  of  the  screen.  He  feels  he  is  pressured  and  tricked  into  buying  music,  he  would  just  like  to  use  the  applications  features  and  not  use  it  to  buy  music.    Person  5:  23  year  old  male  Owns  an  android  smartphone  PC  user    Mobile  application:  He  doesn’t  understand  how  the  sliders  work  and  he  seems  a  little  lost  in  what  he  needs  to  do  to  get  it  started.  He  eventually  clicks  on  the  iPod  icon  and  chooses  a  track  from  the  library  and  it  creates  a  playlist.  He  tries  to  make  a  playlist  based  on  his  mood,  but  he  cant  work  out  the  sliders  and  thinks  the  music  that  is  on  the  playlist  comes  with  the  application.  When  asked  to  share  the  playlist  on  facebook,  he  finds  the  function  by  sliding  away  from  the  sliders  and  he  is  able  to  share  it  correctly.  He  doesn’t  use  his  smartphone  for  listening  to  music  but  uses  his  iPod.    He  doesn’t  think  he  will  use  this  application.    Desktop  version:  He  feels  it  is  more  clear  that  it  is  your  own  music  it  uses  on  the  desktop  version  than  on  the  smartphone  application.  After  playing  around  on  the  desktop  version  he  understands  how  the  sliders  work  and  he  is  able  to  create  a  playlist.  He  doesn’t  like  the  icons  on  the  sliders  because  he  can’t  figure  out  what  mood  they  represent,  he  liked  the  application  better  because  it  also  said  with  text,  which  mood  the  icons  represents.  He  sees  it  as  an  advanced  form  of  shuffle  and  he  likes  that  he  can  shuffle  his  music  by  moods.  He  likes  the  design,  but  he  misses  a  guide  to  take  him  through  Moodagent  and  it  features  -­‐  maybe  a  video  guide.        Person  6:  33  year  old  male  No  smartphone  PC  user    Mobile  application:  He  first  goes  to  the  quick  guide  and  reads  the  instructions,  but  he  doesn’t  really  get  an  idea  of  how  the  sliders  work  (thinks  they  are  click-­‐able  and  not  slide-­‐able),  by  coincident  he  slides  the  “happy”  slider  just  a  little  and  it  creates  a  playlist,  but  he  doesn’t  realize  that  he  can  work  all  the  sliders  himself  and  by  doing  so  it  creates  a  playlist  -­‐  he  feels  lost.  When  asked  to  find  “recommendations”  he  clicks  on  the  moodagent  logo  next  to  the  song  title.  

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He  generally  thinks  the  app  is  a  good  idea  and  has  a  great  design,  but  doesn’t  get  how  it  works  -­‐  he  misses  a  guidance  in  the  beginning,  explaining  him  what  its  all  about.  He  feels  impatient  and  wants  to  just  drop  it  because  he  doesn’t  get  it,  and  doesn’t  know  how  to  get  help.    Desktop  version:  He  would  like  it  to  start  with  a  guide  or  some  text  that  says  what  its  all  about.  He  quickly  gets  how  the  sliders  work  and  creates  a  playlist.  In  general  he  misses  a  guide  which  takes  him  through  how  this  works,  because  when  you  don’t  know  how  it  works  it  doesn’t  make  much  sense.  He  clicks  on  the  recommendations  to  check  out  the  recommended  tracks.  He  doesn’t  think  they  match  as  well  as  he  thought  they  would.  He  misses  some  information  about  how  the  technology  works.  He  doesn’t  think  that  he  would  use  Moodagent,  he  feels  impatient  because  of  the  missing  guidance  and  help  -­‐  he  wants  to  give  up  and  thinks  the  navigation  is  confusing.    Person  7:  21  year  old  female  Owns  an  iPhone  Mac  user    Mobile  application:  She  first  goes  to  the  quick  guide,  but  doesn’t  understand  how  the  sliders  work.  After  clicking  around  for  a  while,  she  realizes  how  the  sliders  work  and  creates  a  playlist  based  on  her  mood.  Her  immediate  reaction  is  “cool”.  She  likes  the  design  and  that  you  can  create  a  playlist  based  on  your  mood.  She  doesn’t  want  to  buy  the  recommended  tracks  on  the  application,  because  she  feels  insecure  about  the  procedure.        Desktop  version:  She  likes  the  bigger  screen  and  feels  it  gives  her  a  better  overview,  which  makes  it  simpler.  She  expects  a  music  video  on  in  the  recommendation  window  when  she  clicks  on  one  of  the  tracks.  She  feels  safer  buying  the  recommended  tracks  on  the  desktop  version.  

8.4  Articles      

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Pressemeddelelse 5. april 2011

Moodagent introducerer revolutionerende teknologi: Musikanbefalinger baseret på stemninger og sted.

På lidt over et år er den dansk udviklede mobilapplikation, Moodagent, blevet verdens mest populære til at lave playlister baseret på stemninger og humør. Nu introducerer Syntonetic, firmaet bag Moodagent, den hidtil største opdatering til iPhone-versionen af Moodagent. Med version 3.0 kan musikelskere for første gang nogensinde få adgang til anbefalinger fra nettet baseret på deres egen musiksamling, aktuelle humør og fysiske placering. Resultatet er en uovertruffen musikalsk oplevelse. Med en enkel, strømlinet brugerflade er Moodagent designet med henblik på at gøre det så intuitivt som muligt at lave playlister og opdage ny musik. Moodagent er den første mobilapplikation, der tilbyder musikanbefalinger baseret på brugerens egen musiksamling. Samtidigt er app’en i stand til at finde numre, der både matcher stemningsmæssigt og musikalsk, ligesom resultaterne er målrettet lytterens geografiske placering. Således vil to brugere, der lytter til det samme nummer, men befinder sig i hver sin del af verden, modtage forskellige musikanbefalinger. En Lady Gaga-lytter i New York vil få resultater, der matcher amerikanske lyttevaner, mens det samme nummer måske vil udløse et K-pop-hit i Korea. Musikanbefalingerne trækker på kataloget fra iTunes Store, der giver mulighed for at høre op til 90 sekunder af hvert nummer på forhånd (afhængigt af det pågældende land). Et køb er blot et par klik væk, så ligger sangen på telefonen og er klar til at indgå i nye playlister. ”De iboende kvaliteter, som gør Moodagent unik og banebrydende, sætter os i stand til at skabe bedre og rigere musikoplevelser for den enkelte lytter” siger Peter Berg Steffensen, CEO hos Syntonetic. ”Ved at tilføje en anbefalingstjeneste til vores service, sætter vi nye standarder for musikoplevelse på farten. Alt sammen funderet i en dyb respekt for musikken selv.” Lyt, udforsk og del musikken Moodagent gør det let at finde den perfekte musik til at matche sin aktuelle sindsstemning. Fortæl Moodagent, hvad du er i humør til ved at vælge en sang fra samlingen eller ved at justere de fem ”mood-sliders”, og du vil automatisk få skræddersyet en playlist ud fra dit eget musikbibliotek. Herfra kan hvert enkelt nummer igen danne afsæt for nye anbefalinger fra iTunes-kataloget, og lytteren kan derfor begive sig ud på en musikalsk opdagelsesrejse fyldt med relevant musik. Moodagent laver automatisk playlister på op til 100 tracks og med den nye anbefalingsservice, bliver muligheden for at udvide musikoplevelsen meget, meget større. Og hvorfor ikke lade vennerne vide, hvad du lytter til? Moodagent er direkte integreret med sociale netværk, og du kan dele det aktuelt spillende track på Twitter, eller hele playlisten på Facebook. Via links i playlisten kan dine venner samtidig lytte til og købe de enkelte numre. Revolutionerende teknologi: Hvordan virker det? Moodagent er en cloud-baseret, intelligent mobilapplikation, som gør det hurtigt og nemt at lave spillelister og få musikanbefalinger baseret på brugerens humør. Moodagents banebrydende teknologi til musikprofilering er den første af sin slags, som præcist kan afkode de emotionelle koder i musik. Baseret på en hybrid af kunstig intelligens og musikvidenskab,

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Pressemeddelelse 5. april 2011

er Moodagent skabt til at opfatte musik på samme måde, som mennesket gør. Således er Moodagent den eneste teknologi, der automatisk kan analysere og forstå hvert eneste stykke musik i verden. Det resulterer i en meget høj kvalitet i sammensætningen af playlister og musikanbefalinger. Det unikke ved at skabe stemningsbaserede playlister er, at sammensætningen bliver varieret og kompleks, men valget af musiknumre vil matche brugerens aktuelle humør. Moodagent ved, at en kunstner ikke kan reduceres til nogle enkelte genremæssige mærkater –David Bowie er ikke blot glam rocker, electro-kunstner eller singer-songwriter, han er alt det og meget mere. Hvert nummer har sin unikke stemningsmæssige profil, som kan passes sammen med andre matchende numre, fra helt andre typer kunstnere. Det giver overraskende sammensætninger, som brugeren sikkert aldrig selv ville have fundet på, men som giver perfekt stemningsmæssig og musikalsk mening. International anerkendelse Moodagent har allerede modtaget et hav af positive anmeldelser for dens evne til at lave intelligente playlister, og var i 2010 placeret blandt favoritterne til den præstigefyldte pris ”Webby” ved 14th Annual Webby Awards. Moodagent har flere end 5 millioner brugere fra over 200 lande, fordelt på de mest populære mobil-platforme, hvilket gør den til verdens førende playlisting-app. Moodagent tilbyder desuden en anbefalings-service til musikafspilleren Winamp, som pt. er installeret hos mere end 3 millioner Winamp-brugere. Moodagent 3.0 er tilgængelig til iPhone/Ipod Touch fra d. 5. April 2011 og koster 30 Kr. I nærmeste fremtid bliver den fulgt af en gratis prøve-version. Desuden frigives versioner til Nokia, Android og BlackBerry i de kommende uger. Moodagent kerne-features

• Moodagent profilerer automatisk musik baseret på følelser, humør, genre, stil, tempo, beat, vokal, instrumentering og produktion.

• Moodagent laver playlister let og hurtigt – indstil blot sliderne eller vælg et seed track. • Gem, afspil og rediger playlister • Del dit humør og din musiksmag på Facebook og Twitter • Headset control: Alle standard headset-kommandoer til iPhone virker med Moodagent,

inklusiv pause af musikken, når telefonen ringer.

Nye Moodagent features

• Musikanbefalinger: Du kan få online-anbefalinger ud fra hvert enkelt track på playlisten • Bedre “mood” kontrol: Det er nu muligt at tænde og slukke for de enkelte sliders. • Køb online anbefalinger on-the-go gennem iTunes • Lyt til et uddrag af anbefalingerne før du køber

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Pressemeddelelse 5. april 2011

Hvem står bag Moodagent? Moodagent er udviklet af Syntonetic Media Solutions, en dansk virksomhed, som har specialiseret sig i at levere løsninger til førende mobiltelefonproducenter, operatører, online musikbutikker og streaming-services. Virksomheden har derudover udviklet den populære playlist-applikation, Moodagent, til brugere af smartphones. Mere end 5 millioner brugere fra over 200 forskellige lande har synkroniseret over 4 milliarder sange gennem Moodagent. Syntonetic er beliggende på Frederiksberg, Danmark. Læs mere om virksomheden og Moodagent på www.moodagent.com eller på Facebook www.facebook.com/moodagent  

 Pressekontakt: Casper Falbe Moodagent/Syntonetic 1 Sylows Allé, 2000 Frederiksberg [email protected] + 45 6064 4446 Skype: casperfalbe

Camilla Kempf Pallis Moodagent/Syntonetic 1 Sylows Allé, 2000 Frederiksberg [email protected] +45 4037 0140 Skype: camillapallis

Page 32: TEAM 3 Semester 1 Module 1 Group 3 Analysis

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The Mobile Application Market To NearlyTriple In Size This Year

0 Like The Mobile Application Market To Nearly Triple In Size This Year http://tnw.to/16ijX via @thenextweb

The numbers are in, and the math is staggering: themobile application market is exploding in size.According to Research2Guidance, a German mobileresearch company, the mobile application market wasworth a whopping 1.7 billion dollars in 2009.

For the first half of 2010, that number jumps to 2.2billion dollars. If we assume that the market does notgrow any more this year, and merely maintains its current sales rates, then we canexpect the mobile application market to finish the year worth 4.4 billion dollars, nearly atripling of 2009′s impressive numbers.

However, if we expect that market to grow say, 25% more this year, then we wouldexpect the it to end the year at a total size of 4.95 billion dollars. However you slice it,whatever projections you include, the numbers are staggering.

The mobile market should continue to heat up with Chrome OS devices in the pipeline, acoming slew of Android tablets, the BlackPad, and so forth. Smartphones have so far ledthe charge in terms of the mobile application sales and development, but it seems thattablets are going to take the baton and help grow the market even faster.

It does not seem out of the question, assuming that the global smartphone and tabletmarkets grow at their current clips, that the mobile application market could top$10,000,000,0000 in 2011.

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HTC Posts Fourth Consecutive Monthly SalesRecord, Up 126.5% Year On Year

Report: Mobile Handset Market To Rebound In2010

HTC Posts June Sales Revenue, Up 66.68% YearOn Year

20/08/2010, Alex Wilhelm

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0 C O M M E N T S & P I N G B A C K S

1. Ben Joven said:These numbers don’t include the development investment that Fortune

2000 companies are going to spend with developers to develop theirapplications.

T R A C K B A C K S

1. WatchesShopStore.Com says: August 27, 2010 at 6:33 am

Casio Men’s Pathfinder Triple SensorAltimeter/Barometer/Digital Compass Watch #PAG40-3V…

I found your entry interesting thus I’ve added a Trackback to it on

my weblog …

2. A Market that Is Tripling in Size! says: October 21, 2010

at 11:35 am

[...] The Mobile Application Market To Nearly Triple In Size This

Year The Mobile Application Market To Ne… The numbers are in,

and the math is staggering: the mobile application market is

exploding in size. According to Research2Guidance, a German

mobile research company, the mobile application market was

worth a whopping 1.7 billion dollars in 2009. [...]

T O C O M M E N T , P L E A S E L O G I N O R S I G N U P B E L O W

S I G N U P T A K E S 2 0 S E C O N D S , I F Y O U ' R E S L O W .

Androidcontinued todominate the…( T N W M O B I L E )

Amazon hasalready placedorders with…( T N W M O B I L E )

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Page 34: TEAM 3 Semester 1 Module 1 Group 3 Analysis

The Next Web Conference 2011 is now behind us. We've had a great timeand met a lot of interesting people. Behind the scenes we are alreadyhard at work organizing TNW2012. More on that later.

Check out all the blogposts we wrote at The Next Web blog or check outour backchannel.

Want to share your opinion on the event? Use hashtag #TNW2011.

New and notable from across TNW

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US in new push tobreak China censors

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Google sets aside$500M for ad probe

Sina to OperateSamsung App Store

Chrome laptop forstudents at20$/month

RenRen shares startto decline

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