Increasingly, Publishers and content creators are getting their material onto mobile devices. It makes perfect sense to be doing so, putting learning tools directly into the hands of learners, but it’s not as easy as just creating a great product. I met up with Caroline Moore, Director and Co-Founder of LearnAhead to find out more about mobile language learning and how their company is on a mission to get better language acquisition apps into the market.
Here’s how to alienate a large portion of possible content sources in one go: compare your product to their greatest fear. Perhaps Oyster didn’t call themselves the ‘Spotify for books’ in their pitch to publishers – I wasn’t at Frankfurt – but it’s certainly how they’ve been branded in the aftermath. And it doesn’t, as far as I can see, do them any favours. Continue Reading →
A couple of months I wrote an article for the Futurebook blog in recognition of the site’s world-wide reach, and I thought it was time to share some of these thoughts with the BookMachine crowd and also re-visit some of the scenarios, which have now been published.
Working at a design agency that primarily works with educational publishers has given me an understanding of many requirements and considerations that need to be met for producing material (both print & digital) for many different markets. However, publishing for a global market is different to market specific publishing. The premise is that technology has made content (books, ebooks, websites, resources etc) accessible to a wider range of audiences across the world. This poses new challenges for publishers who need to meet the demands and requirements of a global market. Continue Reading →
or The Future of Storytelling Might Not Be So Fancy
Two weeks ago, a friend of mine, knowing my penchant for all things techy and mental, sent me links to two websites, both of which contain experimental digital fiction. One, a short fiction website called Dreaming Methods, uses clever coding to create an app-like experience in your browser. The second, Nawlz, is a more conventional interactive comic where the frames move and change depending on user interaction, thus giving the reader the illusion of control (it’s actually rather good).
If, like me, you spend a lot of time on the internet (like… y’know… enough to clock when adverts change on the same web pages) you will probably have noticed the intense ramping up of aNobii activity across all digital channels recently. In the past two months, their online advertising reached the level of intense saturation usually reserved for dating websites – displaying as gates on pirated videos before you watch them, weird sidebar ad placement on forums, promoted tweets, heaps of whacky Pinterest boards… and so on.
So given the company launched in 2006, why now?
Things have moved fast in publishing recently, there’s no doubt about that. It’s moved so fast in fact it’s easy to forget all those high-flying ideas we had at the start about things that would take off and just… well… haven’t. Here’s just a couple I’ve been reminded of recently. Like sands through the hourglass, these were the early days of our innovation.
Here’s a lesson in how to sink an already flooded market: create a piece of software where publishing is as easy as clicking a button, and promote a culture where it is commonly accepted that writing a novel is as simple as putting down whatever comes into your head. Inflate your life jackets now, guys, because we’re there. Continue Reading →
This is Part Two of Dean Johnson’s look at how to survive in the cut-throat business of app development. Read Part One here.
RULE THREE: Design and build a great app not a good one
Create an app that does the original (or new) content justice. If you don’t, you will risk Apple rejecting
your title, or worse, the consumer voting with their wallet, star-rating and review. Continue Reading →
The app business can be as cut-throat as any other. When Brandwidth launched our first Guinness World Records app in April 2010, we were accused of jumping on the bandwagon as many other developers had either been creating apps for the iPhone or publicly immersed in the publishing world for years.