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SAFE AND SOUND ME DIA PLAYER * MEDIA GO ES ON LIFE GOES ONNNN..* APPLICATION IDEA & PLAN

Safe and sound app - idea and marketing plan

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Page 1: Safe and sound app - idea and marketing plan

SAFE AND

SOUND MEDIA PLAYER

* MEDIA GOES ON LIFE GOES ONNNN..*

APPLICATION

IDEA

&

PLAN

Page 2: Safe and sound app - idea and marketing plan

APPLICATION OVERVIEW

APPLICATION STORE RANK DATA

CUSTOMER ANALYSIS

OBJECTIVES

STRATEGY

VISION AND MISSION

MARKETING TRICKS

IMPLIMENTATION

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VISI N

To be number one digital marketing company in

world providing best marketing solutions.

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MISSION

* To serve our clients with quality and 100% authenticity.* To establish Sectrowsoft as a best digital marketing solution in india , USA and other countries.* To give creative marketing solution with better efficiency every time. Aims to help people to be aware and avoid their life threatening risk….

*

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VER VIEW

COMPANY

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Listen up: wearing headphones can endanger life, study finds :

US research finds number of pedestrians injured while wearing headphones has tripled in six years

Walking with your head in the clouds can be dangerous – but not as perilous as listening to youriPod. The number of people suffering serious injury or death while wearing headphones forelectrical devices such as MP3 players has tripled in six years, according to a US study.

STUDY SHOWS

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In compiling the study, experts studied data from 2004 to 2011. They found that 116 people inthe US wearing headphones had died or been seriously hurt during that period. The number ofpeople who died or were injured leapt from 16 in 2004-05 to 47 in 2010-11.Most victims were men (68%) and under the age of 30 (67%), with about one in 10 of all casesunder the age of 18.Of the accidents studied, 89% occurred in urban areas, and more than half of the victims – 55% –were struck by trains.

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Here we Aims to help people to be aware and avoid their life threatening risk…………………

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WE PRESENTS…… SAFE AND SOUND MEDIA PLAYER

*MEDIA GOES ON LIFE GOES ONNNN..*

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THE WORLDS FIRST MEDIA APP

FOR PEDESTRIAN’S SAFER MEDIA EXPERIENCES

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USE THIS APP AS A DEFAULT MEDIA PLAYER FOR MUSIC AND VIDEOS

THE APP LOCATES YOUR POSITION THROUGH ITS BUILT IN MAPS

WHEN EVER YOU AREN’T ON THE STREET THERE WILL BE FULL MEDIA EXPERIENCE ..

BUT WHEN U WALK NEAR THE STREET ,, SAFE AND SOUND MODE IS ACTIVATED AND AMBIENT SOUNDS ARE LET IN THROUGH MICRO PHONES ..SO THER WILL BE MEDIA SOUND OF 60% AND AMBIENT SOUND OF 40%

THIS ALLOW YOU TO HEAR AND BE AWARE OF EVERYTHING AROUND YOU

WITH SPEED TRACKING FEATURE ,, SAFE AND SOUND MODE WILL NOT BE ACTIVATED,, LIKE YOU ARE IN CARS OR MASS TRANSIT

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APPLICATIONS STORE RANK DATA

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HERE IS THE

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CUSTOMER ANALYSIS

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Segmentation

5%

13%

16%

18%

24%

11%

13%

ProdigiesTribals PersonalsPragmatistsBrowsers OccasionalsTalkers

Prodigiesprodigies are constantly connected and the first to adopt new technology.Tribals hyper connected, are heavily influenced by and strong influencers of others through social media.Personals mobile savvy consumers who prefer direct messaging over social media.Pragmatists pragmatists use their phones primarily to stay on top of work and home.

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Target Market Characteristics

- Male and female

- Ages of 13 to 32.

- Media main music and videos are only their life.

- People who are walking by hearing to their music through ear phones , bluetooth ect..

- Tech savvy, interested in cultural icons such as musicians, and television shows.

- Smart phones are a part of their daily lives.

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Consumer Decision Process

Compare features of each application by looking from review, advertisement, and word of mouth.

Search for other options on Applestore or Playstore

Need an app for the avoiding accident for the pedestrians while listen to their media…

Problem Recognition

Information Search

Alternative Evaluation

Elaborate information and consumers want to try the application.

Purchase Decision

Make more friends on app, share with others, use games, etc, continue to use if satisfied.

Purchase Decision

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Customer Analysis (CBBS)

• Consumers pay less attention to information but more on peripheral cues.

• Consumers are interested in media icon such as songs, videos, actress.

• Consumers consume media online.• Television show is another channel that they

consume.Exposure

Attention

Cognition

• Consumers develop attitude based on the app working and peripheral cues.Attitude

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Customer Analysis (CBBS)

• Consumers download the application from Appstore or Play store. For 30 days of trail version.

• Consumers make decision according to their friends, reviews and influencers.Decision

Trial

• Consumers who are satisfied will continue to use the application by 3 marketing plans of safe and sound are

1. day to day purchase by 0.2 $ per day.. 2. week to week purchase by 1.2 $ per week.. 3. month to month purchase by 4$ per month..

Post- Purchase

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Laddering Technique

Music , videos , safe walk , reduce your volume in necessary conditions.

Detecting your location , in built maps, enjoy tension less media, reduce your ear plug volume and shows amident volume. volume

Pleasure, , for safer life, self-esteem, community, a part of user life.

Terminal Value

Functional Consequences

Concrete Features

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Marketing Objectives

To increase customers base around 10 million.

To Become a top 20 apps on Appstore and Google Play)

Create brand equity

• Create brand awareness (safe and sound becomes a brand in consumers’ evoked sets)

• Consumers associate our app not just a media application, but also a lifestyle brand that will take our customers to their place with out any accidents during walk.

• Create brand loyalty - Consumers welcome new products from our app , Consumers have a sense of community, return for safer app to enjoy their life in media world ….

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1. MARKETING BEGINS WITH APP DEVELOPMENT.

Many app developers often develop first, advertise later. This is a pretty poor strategy, and is part of the reason that so many apps have poor adoptionand retention rates in the Google App Store, for example; the death spiral for an app from app store placement to a negative user acquisitionrate usually hovers around a week. To counteract this, it is important that marketing an app begins early in the development phase. By creatingbuzz around the app first, developers can begin to collect a database of users who will be primed for the app early on (“early adopters”).Inviting early interest around an app has a second advantage in that it also creates a nest of beta users outside the development group, and morespecially one that is actually closer to the user base that a developer is aiming for. One way to know what kind of market is at play here is to takesome time out for market research and determine the most successful players in a basic niche. Look at what competitors do correctly, and take sometime to read both positive and negative user feedback in their respective comments. By doing basic market research, developers can prepare themselves to differentiate within a specific market niche and build interest in what makes a specific app different before it is even released. By not doing this, developers run the risk of not successfully differentiating themselves. Finally, it’s important to take to as many channels as possible where interest in a specific app might and overlap and create engagement to beginbuilding a tester community

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2. ENGAGE EARLY TO CREATE A SUCCESSFUL FEEDBACK LOOP.

Once interest has been established and customers involved, the next step is to externally continue marketing the app while internally paying attention to what customers are saying about it. There are a number of different beta testing opportunities and applications available, which can then be used to create beta tester communities with as little as an email list. By creating a base of early adopters primed for beta testing, the app has its first experimental base that can be used to perfect the app when it is finally ready for release into the wild.

3. DON’T FORGET TRADITIONAL MARKETING CHANNELS SUCH AS EMAIL.

While focusing solely on the user base is important, it’s just as important not to neglect channels such as email in dealing with new acquisitions andbeta testers. Email, for example, helps prepare clients for an app launch in a number of ways.- Emails can be spread. Emails remain one of the most straightforward ways to get information out to others, and this is even true with appupdates.- Emails are very trackable: with email reporting programs and metrics such as bounce rate, marketers can get a very good idea of what works andwhat doesn’t with an app well in advance of its release.

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4. THE APP IS THE EVENT.

In the end, it is the formal release of an app that will make all the difference in how it gets adopted by the masses. This is also where a developer can unleash an army of devoted beta testers who love the app upon the world. Done correctly, the formal release will reveal to the mobile communitywhat a select group of users have already known, loved and helped build. In short, the app is the last step to any initial marketing effort.

The untested user market at app launch is very different from the user market when there is a pre-launch community. Those engaged users will become the first official downloaders of the new app (whether paid or free) and therefore will become the base of a developer’s initial download community. Because they have already tested the app, used it, commented on it and more, that sense of investment will translate into more loyal users. After that, the app has a base of public users, who can also provide feedback and develop interest among users who have never heard of the app before.

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5. FOLLOW UP : KEEP ENGAGED THROUGH FEEDBACK AND USE TOOLS LIKE PUSH NOTIFICATIONS WISELY.

Finally, it is of the utmost importance once an app is developed to not alienate users. There are a few ways that this can happen, but the two mostcommon ways are failing to follow through with feedback and overuse of contact tools such as push notifications.Feedback is an important part of community acquisition and retention as well as a way to determine where an app might be lacking. While it isimpossible to create an app that makes everyone happy, it is possible to make a change when noticing that there are potentially problematiccommon threads. In this case, where possible, it is best to respond to the client so that they don’t feel left out and take note of their concern. Obviously,not every change can be made to an app immediately, but a few complaints about the same thing might mean that there are other clientswho are uninterested in complaining-- and will just uninstall the app from their device.

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safe and sound we are waiting to send you safely

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Safe and sound Grab the 3 major plans by just installing

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Safe and soundHope u feel safe your walk today

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These are some of our on app implementation But our off line implementation are such as… Billboards

Adverting in radios Tv s and colleges Sponsoring for the college

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MEDIA GOES ON LIFE GOES ONNN.....

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VISION AND MISSION

APPLICATION OVERVIEW

APPLICATION STORE RANK DATA

CUSTOMER ANALYSIS

OBJECTIVES

STRATEGY

MARKETING TRICKS

IMPLIMENTATION

SUMMARY

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CREATED BY :

K.HARSHA VARDHANA

ELECTRICAL DEPARTMENTN I T JAMSHEDPUR.

UNDER :PROF. SAMEER MATHUR

IIM LUCKNOW

DISCLAIMER

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WELLTHAT’S ALL FOLKS THANKS FOR WATCHING