mardi 7 juin 2016

Success stories from "Facebook for Business"

Galaxus – Growing brand awareness with storytelling

Galaxus, a popular Swiss online retailer harnessed the power of sequenced video ads to grow brand awareness and deliver great storytelling at its lowest-ever cost per view.

1 million

people reached

€0.03

cost per video view
Their solution: Galaxus used a crowdsourcing approach to build creative – they asked customers to capture videos of themselves using products they purchased from Galaxus. Then, Galaxus used the reach and frequency tool to promote the top eight user-generated videos. They set their frequency to a maximum of 2 times per person, and defined the order in which to deliver the videos. This allowed them to take control of the storytelling flow and follow up with relevant sales messages. Learn more.

 

World Surf League - Making waves with a new audience

The international professional surfing association increased both brand awareness and brand affinity by promoting its exhilarating 30-second video ad to American and Australian sports fans.

12-point

lift in brand awareness

10-point

increase in brand affinity
Their solution: World Surf League created a 30-second version of their compelling, distinctive video featuring professional surfers to promote their business on Facebook. Using the reach and frequency tool, they promoted this video ad to expand their audience beyond niche fans by more broadly targeting people interested in action sports. In order to improve the accuracy of their reach, they used core targeting and explicitly identified demographics, location and interests most closely associated with the right audience. Learn more.

 

MET-Rx - Active ads for active consumers

MET-Rx - Active ads for active consumers
The protein supplement brand used the reach and frequency tool with brand awareness objective to drive customer engagement and lift ad recall by an estimated 12% in just one month.

1.3 million

estimated ad recalls

12%

estimated lift in ad recall
Their solution: MET-Rx developed a series of highly targeted ads aimed at people who purchased brand name and competitor products. Next, they created Custom Audiences with 4 segments of potential buyers, grouped primarily based on purchase frequency. Then, they used the reach and frequency tool, optimized for brand awareness objective to deliver ads to these segments. MET-Rx increased return on ad spend by prioritizing best-performing audience segments based on Audience Insights and outcomes from previous Facebook campaigns. Learn more.

vendredi 3 juin 2016

Search at I/O 16 Recap: Eight things you don't want to miss

Two weeks ago, over 7,000 developers descended upon Mountain View for this year’s Google I/O, with a takeaway that it’s truly an exciting time for Search. People come to Google billions of times per day to fulfill their daily information needs. We’re focused on creating features and tools that we believe will help users and publishers make the most of Search in today’s world. As Google continues to evolve and expand to new interfaces, such as the Google assistant and Google Home, we want to make it easy for publishers to integrate and grow with Google.
In case you didn’t have a chance to attend all our sessions, we put together a recap of all the Search happenings at I/O.
1: Introducing rich cards
We announced rich cards, a new Search result format building on rich snippets, that uses schema.org markup to display content in an even more engaging and visual format. Rich cards are available in English for recipes and movies and we’re excited to roll out for more content categories soon. To learn more, browse the new gallery with screenshots and code samples of each markup type or watch our rich cards devByte.
2: New Search Console reports
We want to make it easy for webmasters and developers to track and measure their performance in search results. We launched a new report in Search Console to help developers confirm that their rich card markup is valid. In the report we highlight “enhanceable cards,” which are cards that can benefit from marking up more fields. The new Search Appearance filter also makes it easy for webmasters to filter their traffic by AMP and rich cards.
3: Real-time indexing
Users are searching for more than recipes and movies: they’re often coming to Search to find fresh information about what’s happening right now. This insight kickstarted our efforts to use real-time indexing to connect users searching for real-time events with fresh content. Instead of waiting for content to be crawled and indexed, publishers will be able to use the Google Indexing API to trigger the indexing of their content in real time. It’s still in its early days, but we’re excited to launch a pilot later this summer.
3: Getting up to speed with Accelerated Mobile Pages
We provided an update on our use of AMP, an open source effort to speed up the mobile web. Google Search uses AMP to enable instant-loading content. Speed is important---over 40% of users abandon a page that takes more than three seconds to load. We announced that we’re bringing AMPed news carousels to the iOS and Android Google apps, as well as experimenting with combining AMP and rich cards. Stay tuned for more via our blog and github page.
In addition to the sessions, attendees could talk directly with Googlers at the Search & AMP sandbox.
5: A new and improved Structured Data Testing Tool
We updated the popular Structured Data Testing tool. The tool is now tightly integrated with the DevSite Search Gallery and the new Search Preview service, which lets you preview how your rich cards will look on the search results page.
6: App Indexing got a new home (and new features)
We announced App Indexing’s migration to Firebase, Google’s unified developer platform. Watch the session to learn how to grow your app with Firebase App Indexing.
7: App streaming
App streaming is a new way for Android users to try out games without having to download and install the app -- and it’s already available in Google Search. Check out the session to learn more.
8. Revamped documentation
We also revamped our developer documentation, organizing our docs around topical guides to make it easier to follow.
Thanks to all who came to I/O -- it’s always great to talk directly with developers and hear about experiences first-hand. And whether you came in person or tuned in from afar, let’s continue the conversation on the webmaster forum or during our office hours, hosted weekly via hangouts-on-air.

jeudi 2 juin 2016

Why user-centric design creates the best mobile apps

Mobile App Development: How to Create a Useful App

These days, it's easy to get caught up in cool, new technology and mobile apps while forgetting about the user. Bethany Poole, group marketing manager at Google, shares how her team focused on user-centric design to create Primer—an app that teaches marketing strategies in fewer than five minutes.

How do you create a useful mobile app? First step: Consider not doing a mobile app at all. As the team behind the creation of the Google Primer app, that's not easy for us to say, because we love technology. We love creating new products, we love innovation, and we love anything that's cutting edge.

Obviously, we're not alone in this love affair. Right now, the Google Play store alone has over 1.6 million mobile apps, with many more launching each day. And brands everywhere keep creating new apps—many of which use new, shiny technology like geolocation, virtual reality, near field communication, and augmented reality.

However, sometimes the newest and shiniest things are also the most blinding. We like them because they get a lot of buzz, impress award show judges, and make our brand (and us as marketers) seem trendy and relevant. But there's an inherent danger to all this.

While we might be creating a "cool" app, we're not necessarily offering a valuable solution for users. So even if the product is slick and well-designed and gets a lot of downloads at first, it could be old news two weeks later. Users will have abandoned it. The press will have moved on. Our business goals won't be met nor have we helped our target audience in any significant way.
This siren song of technology is something our team struggled with when we first started working on our app—an educational tool that helps startups, small business owners, and advertisers learn marketing with five-minute interactive lessons.
Of course, we didn't initially set out to create a mobile app. We merely wanted to solve a problem for our users: They wanted to learn new skills and keep up with the latest marketing trends, but it was difficult for them to find the time.
During our early brainstorms, we struggled with our desire to be innovative groundbreakers and thought leaders. This sent us in several directions. For example: "What if we created a virtual teaching assistant to accompany our lessons? Could we have online 'office hours' where teachers would be available 24/7?" All of our ideas took advantage of technological advancements but ultimately felt like innovation for innovation's sake, without any meaning or value.
97% of U.S. adults over age 25 don't spend any time learning new skills during their day.
We realized that we had put the proverbial cart before the horse. We had to stop thinking about what we wanted to produce in the end, and start thinking about what our target audience needed right now.

The importance of user-centric design

To create something useful, we had to be user-first.

So we started researching our target audience and their habits more thoroughly. We found out that 97% of U.S. adults over age 25 don't spend any time learning new skills during their day.1 We asked our users to find out why.
At first, we received the obvious answers about lack of time and frustration with learning options. We kept digging until we landed on a deeper user insight: People viewed education as something so far removed from their everyday lives that they found it difficult to get into a learning mindset.
That meant our platform couldn't disrupt users' lives. Rather, it needed to be useful to them in moments they were most open to learning something new.
That is, we had to reach them when they had tiny pockets of downtime—like when they were waiting for a meeting to start or standing in line for coffee. And what were people doing in those moments? Looking at their phones.

This helped us decide: If we wanted Primer to be useful for our particular audience, it had to be a mobile app.
However, if our user research had told us that a website or a classroom seminar would be the most useful, we would have done that instead … because the user's needs comes first and the medium second.

How to prioritize usability in design

Our user-centric thinking guided us even as we began developing our app, and taught us how true innovation happens when usability informs technology. This—along with a deep dive into the principles of mobile app design—helped us take the right steps to design and promote our app in a way that was relevant to our target audience, including:
  1. Think like the user, then design the UX. Initially, we had an incredible amount of ideas for Primer features. It was overwhelming … until we let the users' needs guide us. We theorized that people coming to the app would fall into three types: active users who'd want to find specific lessons quickly, curious users who'd want to learn something new but haven't settled on a topic yet, and passive users who'd have no intent at all and just want to browse the app.

    Primer's UX had to be useful for all three types. We added search functionality so active users could find exactly what they came for, grouped lessons into generalized categories like "Advertising" and "Content" to help curious users zero in on a topic, and included a "Featured" section that bubbled up five recommended lessons for passive users.
  2. Remember that users are people, not demographics. Our app is a B2B tool, so we used business-centric demographics like company size or industry to determine who our users would be. This caused us to focus only on the startup community at first, which made sense because this group was thirsty for new marketing skills and knew exactly what they needed to learn (meaning they would be in the easy-to-reach active user group). However, after we launched and tested our minimum viable product (MVP), we saw that our user base had organically grown to include professionals at big brands. Although these users fell more into the curious or passive groups, they still shared the same entrepreneurial mindset as our startup audience.

    Because we'd relied solely on business demographics, we hadn't considered this other audience and had forgotten that we were solving a problem for people, not companies. So, we redefined our audience to be entrepreneurial marketers in any type of business and made sure our UX worked harder to help this larger audience explore and discover new lesson topics.

  3. When promoting an app, consider all the situations in which it could be useful. On the surface, Primer is an app that answers people's marketing questions. An easy promotional strategy, then, would have been to put Primer in the moments people have these business questions, like buying search ads for queries such as, "What does CLV mean?"

    But, we realized that many users viewed Primer as a way to pass the time without wasting time. This opened up a whole new set of marketing opportunities. We looked for moments where people had a lot of free time and desired a worthwhile distraction, like the holidays, and launched targeted online ad campaigns during those time periods. 
  4. Keep working on the utility of the app even after launch. We knew that a combination of acquisition and retention would be the key to Primer's growth. For acquisition, we used content marketing and paid media to get downloads. Retention, though, ended up being a different challenge. To help, we've used re-engagement strategies like email and notifications. But the most important retention strategy we've implemented is UX improvements, i.e., making sure our app becomes increasingly useful and relevant to our audience.
In the end, our user-centric design helped our B2B app succeed beyond what we had originally hoped for. After only six months, Primer had 650,000+ downloads, 80,000+ hours spent in-app, and an average 4.5-star user rating on both the App Store and Google Play.
As we continue to develop other products that will help our target audience, we often ask ourselves whether every new update or idea should be mobile-first. The answer is always: Maybe. As long as it's useful to our audience.

Sources
1 Bureau of Labor Statistics, American Time Use Survey, 2014.