We began the second day with a rather long visit at the booths. The great number of technologies on display can convey a feeling of surcharge.
After giving you an overview of the more general MWC mood, I think it is time to show you some of the products that caught our eye today. We saw the latest Samsung phones: Galaxy 10e, 10 and 10+, which boast impressive screen and material quality.
The same goes for the Huawei laptops and phones placed right on the other side.
After learning many new things, I decided to attend some presentations run by IBM: Reality of Digital Transformation: What Works & _Doesn't Work. The first presentation was delivered by Eric Berridge, CEO Bluewolf (IBM company) where I learned that we shouldn't focus on creating products, but rather experiences for our users. The example given there was that of buying a computer, a context where everything happens very fast: from choosing a computer, to purchasing and receiving it. Everything can be integrated with AR and we can already talk about a recipe for success. How will AI manage the process? It will offer us suggestions and opinions, so that we are better informed and we can choose better. In the end, I got some advice related to how companies operate: if the products we develop are not good enough for our customers, these will not be good for employees either.
Nils Huske, Head of Customer Experience, Strategy and Innovation la Volkswagen talked about the duration and high costs associated with a validation program through a focus group: costs reach up to 100.000 euro. The solution they found was creating and validating an MVP. The example they gave emphasizes the importance of failure: attracting football fans to use car sharing when attending a football game. Although there were many investments in Facebook commercials to promote the message and receive quiz feedback, the results were below expectations. It was easy to identify the root cause: football fans already use car sharing when attending football games by using WhatsApp. For this reason, it made no sense for them to install a new application. The solution was to adapt the car sharing application for going to work.
Gamifying The Mobile Experience was a discussion about how we can integrate gaming in our applications. An example comes from Outfit7, the ones who launched Talking Tom in 2010. Since then, they reached 9 billion downloads, and in 2020 they plan to produce a film too. Their model is to produce applications which run fast on telephones. Development is achieved in approximately 1-1.5 years and is tested (for the first time) in a country where it undergoes finishing touches. It is only then that applications are launched globally.
At the end of today's conference, one of the best things about MWC would be the mass-media area where access is reserved for press journalists and television. The mood here was really imbued by the passion for technology and the desire to inform. Writing this article from this particular area is one of the most pleasant experiences at this year's MWC edition.