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Showing posts with label pbs kids. Show all posts
Showing posts with label pbs kids. Show all posts

Wednesday, April 27, 2011

PBS Kids Summit: Mobile

MOBILE

Launching a PBS Kids mobile site – the site focuses not just on mobile content, but navigates easily to mobile content available around the place including mobile games, apps, products for download etc.

Mobile Research / Best Practices

As part of RTL grant they started with a best practices study by PlayScience Lab (have done work with Sesame).

- Will be sharing as part of RTL initiative.
- Placement of buttons
- What is ‘home’ in the mobile world?
- Expect this will evolve as they get more into Android.
- Mobile should look good on iOS and Tablets nicely. It’s a whole separate stylesheet dependant on device.
- Devices: Android install base is larger than the iPhone install base. But the iPod touch would double these numbers, and there are about 17 million iPads not included in these numbers. Finally, the Apple iOS platform is more unified. Android platform is across different device companies and carriers so it makes it fragmented and more challenging for developers.
- Android store fronts are pretty bad. Amazon storefront is a good start.
- Overall for PBS audience, it’s a higher percentage of apple users. Iphone users tend to download apps and browse the web more than other smartphone users.
- Question about who actually owns a device – if it’s a smartphone it’s definitely a passback phenomenon for preschool
- For older kids it’s usually the ipod touch and the kid owns it. (or think they own)
- Adoption of schools / iPads – there’s been a bunch of individual school systems buying devices but they’re still trying to figure this up. Apple has a school volume purchasing program for apps.
- There is an opportunity to build an educational APP market that can be used across schools (if schools end up buying apps in bulk to be used in classrooms).
- Baking in stuff like tracking into the apps will be more attractive for school systems overall.

PBS Kids Summit: Lessons From Usability Testing

1. PBS KIDS LOG-IN


Testing – in 2005 launched first log-in system. Focused on 6-8 year olds. Main take-away was that a lot of 6 year olds didn’t even understand what ‘creating an account’ even was. That has to be explained to them.

Originally asked for kids email address etc and there were too many steps.

Last year when they were looking to do even more customization set out to re-design. Main UI takeaways:

-- Old Version --
- old sign up was too boring too detailed.
- The look and feel was totally different to the game they were just on.
- If there was an error (eg existing username) the whole form would be reset and there was only a red arrow. Very frustrating user experience.
- Secret question password retrieval – most kids didn’t even know it was a drop down, so only ever used the default question (pet’s name)

-- New Version --
- kids in 2010 KNOW what accounts are these days! Social media prominence has changed the understanding for young kids of what an account is.
- Technology caught up so they could do a ‘lightbox’ – do you could see the page you were on underneath.
- Now only three steps.
- You also get audio so you don’t need to read. Every screen tells you what to do.
- They now SUGGEST usernames if you can’t find a unique
- They now SUGGEST passwords
- You get a password second confirmation field.
- Have a visual code instead of a ‘secret’
- Allow to PRINT password and USERNAME out (or prompt to write down in a safe place)


2. PBS KIDS GO! VIDEO PLAYER UI

Tested prototype found:
- Ratings was something for 1 -5 stars was too complicated for kids. Kids ended up choosing 1 or 5 (love it or hate it)
- Thumbnails weren’t enough for kids. They wanted to know duration, name of clip, what it was about. Didn’t want to mouse over to get this info
- They didn’t know what the word PLAYLIST was. Associated with music.
- Some buttons that were important but just had words to identify weren’t used at all – eg. Highest rated, full length (kids didn’t know what these things meant)

Changes made:
- turned the word PLAYLIST to CHANNELS (there was a concern about this term but kids figured this out more quickly)
- integrated the blue buttons better (so ‘highest rated’ became ‘top ten’
- added scrolling wheel of all shows – so it was really easy to get to your favorite show easily.
- Added PREVIOUS and NEXT arrows next to PLAY BUTTON – works well especially for Pre-K users.
- Integrated log-in. Now when you rate something, you also add it to oyur favorites list.

PRE-K VIDEO PLAYER UI
- This player had younger audience considerations
- All characters must be instantly visible.
- Didn’t worry so much about themes, that is for parents
- Made parent links less visible. Focused on simple, relevant to preschooler buttons only.
- Don’t design anything assuming a parent is monitoring them
- In testing the ‘more’ button didn’t work as it was boring and kids can’t read! So all characters needed to be present on the one page.
- Parents weren’t noticing the parents bar they made for them.
- Kids were unclear how many videos were there – because there were only 8 thumbnails - kids thought there were only 8 videos.
- There’s a pause button but they don’t ever really pause it because they just watch a video then leave or watch the next one!

So they
- brightened up the parents buttons more.
- The MORE button became a VISUAL ‘more’ button
- Added a ‘kachunka’ bucket on the left to show depth of content




3. AUGMENTED REALITY
Testing results (general thoughts):
- Games like the PSP AR game (with a pet) kids had trouble holding and keeping marker in the frame. Annoying if the games reset once you come back to it.
- Holding mobile devices is heavy for kids.
- Holding something up to a webcam was frustrating for kids – paper flops, arms get tired, and technology is not forgiving.
- Kids really liked seeing themselves on screen.
- Things where you don’t have to hold or do anything much is cool
- Kids weren’t really wowed by this technology! Only adults really thought it was cool.
- PSP iPad game was more fun when it was a normal game and not AR.
- The most engaging things were customizing characters
- Seeing yourself on the camera.
- If the game makes you look like you are part of it it’s a big plus.


4. iPAD VIDEO PLAYER

Testing
- Wanted some kids who had never used an iPad before.
- Wanted to make it very familiar to the website interface, but also easy to use for kids who don’t use PBS Kids
- Even kids who hadn’t done touch screen before just knew what to do immediately. Wanted to keep the parents away!
- If you swipe a ‘blue’ eye a parents bar appears.
- Gestures were kept simple – tap, flick.
- Kids would press and hold. Wouldn’t do anything and waited for them to let go.
- Realized the pause, next and previous were treating it as buttons. So made things that are to be pressed LOOK and BEHAVE like buttons.
- Visually make it clear sliders can slide.
- Playlists were hidden, so a ‘browse’ button (text) for parents to use that slid out. This worked and didn’t bother the kids.

PBS Kids Summit: PBS Parents Update

2010
• 5.5 million unique visitors to the site
• mostly but al moms
• 70% between 25 and 44 years old
• 70% had a college degree or higher
• majority of children are preschool age
• 82% are likely or very likely to return to the site


Top-level objectives

AUDIENCE – grow the size and loyalty of the Parents user base

TECHNOLOGY – evolve PBS parents into an anytime / anywhere (just in time) digital service

CONTENT– make our content fun and engaging

ENABLE producer and stations to engage the parent audience and fulfill business goals.

A New Web Series
“The Parent Show” – concept is that the host (angela santomero) goes out to the street and talks to people about parenting issues. All content is shortform 2-3 minutes.

Outreach Efforts (Tracey Wynne)
Blogs, Facebook and Twitter.

Want to be considered ‘a friend in the trenches’ with parents. Don’t want to tell parents what to do but want to talk to them as a friend.


BLOGS – The Parents Show Blog, Expert Q&A, Kitchen Explorers

The Parents Show
For shows, there are opportunities for related links in terms of the show AND blogs.

Expert Q&A
The Q&A has been around for several years, updated twice a month. Shows can use this platform to have conversations with your audience.

Kitchen Explorers
Launched Sept 2010 – there’s a lot of conversation about feeding kids. PBS Parents want to be part of that conversation. Encourages kids and parents to get active in the kitchen, at the same time learn aspects of science, math, healthy eating. There’s a lot of education in the kitchen! Exploring possibilities for discovery.
For shows, there is a spotlight area where they are able to promote PBS Kids content. Food related promos. If there are related games, activities related to food, this is the place they promote it. The blog posts also have related links to kids content.

Social Networks
Facebook as 15,000 fans
Twitter has 122,000 followers, 1,600 lists. It has a strategic content mix and helps to foster conversation.


SITE REFRESH (Mary Hope Garcia)

- used a system called Crazy Egg to see what actual pages users are clicking on and helped inform site restructure.
- Added a fun and games section that compiles the best of all sites’ game content.
- Highlights popular content based on Google analytics and surveys conducted. Eg. Child development tracker and activity search.
- Also began to feature video of interest from across PBS and various stations.

A new voice, a new look and feel
- new voice more friendly, witty, less academic
- less illustrations, more eye catching photography
- provide a permanent solution to provide a way for producers to port content.


BENTO
- is their new CMS, Jengo based.
- A goal is to create better user experience.
- Using consistent UI across all brands.
- Make it easier to navigate through dropdowns
- Provide social tools to start communicating with your audience. Polls, commenting tools and blogs will be available to producers.
- Bento will capitalize on an ongoing effort with PBS Kids to build efficiencies.
- Producers will provide the assets, PBS Kids will build the pages, then producers can update the content whenever they want.
- Sites will continue to showcase uniqueness of each brand, highlighting imagery and color palette.
- Taking away heavy lifting of site development, want producers to create great content




Future of the PBS Parents Site

Increase user engagement
- age and stage: facilitate content exploration by age and stage
- activity search – make it easy to browse activities
- customization deliver content based on user’s profile

Build efficiencies in site development
- further develop Bento
- capitalize on the in-house expertise
- easy to update no html necessary

Stengthen brand
- grow and improve content offerings
- reach audience in other platforms, mobile, new newsletters
- engage audiences with social tools.

PBS Kids Summit: Marketing Update

Sharon Philippart, Senior Director, PBS KIDS Marketing & Communications

Leveraging Assets:
- support tentpoles with month long promo strategy
- inventory of existing promos and updates
- break strategy across schedule
- refresh of Basics: Up next, Generic Promos
- cross Platform Promotion. 

Power of Aggregation:
- Brand and tune in promotional spots
- research 
- reaching out locally off air (eg Kratt Bros)
- new content such as prankster planet 
- first android tablet coming next week

Expand the Service:
- system assessment
- grow / buildeffective local models
- focused outreach strategy
- looking at other non-profits to see if there's other models they can adapt.
- are partnering with stations to test outcomes
- RTL has been positioned as a strategy that works for stations.

- how can we serve kids in the local markets
- example of a working outreach activity is PBS Kids Summer Literacy which was done in partnership with iVillage.  Helping parents to combat the summer slump - apparently reading achievements of kids declines during summer vacation.
- Also partnering with JetBlue, Parents.com. 
Social Media / Marketing
- During federal funding challenges, put the community to the test by asking the community for support thorugh emails, tweets - got 500 000 followers combined who actively participated.
- Were at mom 2.0 last week to launch Chuck Vanderchuck, Noah Comprendeh and the Parents Show



 
 

Wednesday, April 7, 2010

PBS Producer's Summit: Online Content Update

75% repeat come back rate
12 minutes average stay on site

Mentioned that they'll be using the TEC Mash Up tool as a skin for other properties
Launching the Great Word Quest

PBS Digital Learning Library Vision

Teachers have access to high quality purpose build digital media assets cleared for their use and proven to build 21st century skills in flexible learning environments.

PBS Stations deliver highly valued locally branded services to their local educational community, based upon locally produced content.

The library is curriculum aligned digital learning objects connected to a set of innovative features designed to enhance teaching and dive studen achievement

Purpose built contentdesigned and aligned to core standards for classroom and student achievement.

LocalizedDelivered by member stations to meet local education gaps and opportunities.

100% customizableService design and feature set fully adaptable to local education needs.


Curriculum tagged with metadata and keywords
Aligned to curriculum and standards


Delivered with applications designed to foster effective learning.
Offering educator and students ability to assign, share, search and modify.

Cleared for Use
Cleared for use legally
As OER as possible (Open Education Resources)


NEW TOOLS


Producer Video Player is finally being implemented.
Log in for Go! Users (as with TEC)
Secret Box where users can save and organize their content such as art, videos etc (as TEC is doing)
Content Collector
Features Database

PBS Producer's Summit: Transmedia Worlds

Keynote speaker: Jesse Schell, Carnegie Mellon University / Schell Games

(Currently working on TEC Intergen with SW)

related links:
http://www.slideshare.net/jesseschell
https://www.etc.cmu.edu/index.html
http://artofgamedesign.com/

Refers to Transmedia Worlds as existing apart from the things that we make.
Uses some existing franchises such as Star Wars, Pokemon, Peter Pan, Transformers.

Pokemon example: started off with two games on gameboy -- each one had 20 characters the other game didn't have to help promote interaction with others.
Leveraged into television. Ensured the rules of the world in the TV show were exact to the rules n the game.  Referred to this is binocular effect, where kids could watch the show with beautiful art, then it was even better to play nintendo, even though it had crappy 8 bit graphics. Then released card game, where rules again were identical to other platforms.

Jesse says the success is because there are so many different ways of delivering this content, but it all leads to the same world.  

Transmedia worlds evolve over time such as:
+ Sherlock Homes and the transformation of his look (aka his pipe and hat) as an example.
+ Santa Claus and his transformation over time (uses Clement Moore poem when reindeer added, bobby may writing the story of Ruolph the Red Nose Reindeer, coke when red costume came)

Club Penguin
+ Success because their world listens to the kids. They answered every email, answer calls, with people who work in the company.
+ New technologies, old personal touch.

+ Transmedia Worlds that are successful tend to start in one medium (eg. Harry Potter Book). Once they are rooted firmly in that medium then it can expand
+ They tend to have ONE creator (not a business panel)
+ They are intuitive (uses Toon Town and the idea of a Toon Town in people's minds as an example)
+ Facilitate the telling of many stories within the space. Episodic content for example Lord of The Rings. Tolkein spent years figuring out the world first before he even started writing the books.
+ Make sense through all gateways.
+ Fulfill wishes. Worlds you wish you could live in. Dungeons and Dragons.
+ Means something to people. People want to know what it's like to be in that world, or being that character or thing.

Used example of properties that do not work - Tinkerbell: in parallel they released a book, a movie and chapter books, all of which had an entirely different world. Same with the Matrix.

Jesse Refered to a book called "Last Child in the Woods" by Richar Louv, about how kids aren't going outdoors for exercise as much. Jesse compared this to creating the virtual world 'Pixie Hollow' -- to help with this, has a character who gives kids quests that are out in the real world such as 'find two trees who are friends and figure out what their names are' or 'dig a hole'. When child comes back Pixie asks how they did.

Tuesday, April 6, 2010

PBS Producer's Summit: Audience Research

Online

KIDS WATCHING LOADS OF VIDEOS ONLINE

15.6 million kids 2-11  streamed video online
1.2 billion streams
80 videos / video each month
198.2 minutes / viewer each month
#1 site for video viewing aged 2-11 is YouTube

MORE VIEWERS DO NOT MEAN MORE ENGAGEMENT
Playhouse Disney have autopsy video on their page, so as a result nearly everyone is viewing video, but this doesn't mean they have a more engaged audience
PBS Kids spent nearly twice as long as Playhouse etc. on viewing video.


LATE AFTERNOON IS THE VIDEO PRIME TIME
Least amount is 1 - am
Early Fringe 5-7pm
Prime is 8-10pm
Late Fringe 11- 12pm

So it seems that it is not when programming is on air.

AGE PROFIE OF KIDS' VIDEO USERS
PBS kids has a larger age group of 2-5
Nickjr and Nick skew older (may be because of co-view)
Boys and Girls are equally likely to view all sites.

PBS Producer's Summit: Vicky Rideout, Kaiser Family Foundation

What We Can Learn From "Generation M2: MEdiain the Lives of 8-18 Year Olds
View similar presentation here: http://www.kff.org/entmedia/mh012010pkg.cfm

"A national survey by the Kaiser Family Foundation found that with technology allowing nearly 24-hour media access as children and teens go about their daily lives, the amount of time young people spend with entertainment media has risen dramatically, especially among minority youth.  Today, 8-18 year-olds devote an average of 7 hours and 38 minutes (7:38) to using entertainment media across a typical day (more than 53 hours a week).  And because they spend so much of that time 'media multitasking' (using more than one medium at a time), they actually manage to pack a total of 10 hours and 45 minutes (10:45) worth of media content into those 7½ hours.

Generation M2: Media in the Lives of 8- to 18-Year-Olds is the third in a series of large-scale, nationally representative surveys by the Foundation about young people's media use.  It includes data from all three waves of the study (1999, 2004, and 2009), and is among the largest and most comprehensive publicly available sources of information about media use among American youth. "


**  The presentation here at PBS today covered 8-10 year olds **

+ This study covers all platforms and media.
+  2000 kids participate
+ 700 kids fill out media use diary
+  This is recreational media use only. Not includes media usage for school work.


Topline Summary
+ Kids spend an ENORMOUS amount of time using media.
+ It is more important than ever to provide quality, educational content
+ Media content is becoming totally disaggregated from just one platform. Kids are at ease between platfoms. Our content needs to be platform-flexible (which is also called 'transmedia' content)
+ Minority kids are even more likely to be consumers of multi platforms than white kids
+ Watching linear TV is still 'the thing' that takes the most time out of a kids life! So yes, prepare for the new, but don't neglect the old media just yet!
+ We need to get messaging out to parents to SET LIMITS on media use(stats show it's starting to happen, which is good)
+ Take the TV set out of kids bedrooms! (it's going down which is good)

+ Turn the TV off during meals (stats are going down which is good)


Media Use, By Platform
for 8-10 year olds summarizes to approx 8 hours per day (all media and platforms including books, games, tv, online etc).
+ When you think about the amount of messaging, images, related play with other kids, 8 hours is significant.
+ Often using more than one media at the same time so when we discount multi-tasking, it goes down to about 5 hours a day.

Total Media Exposure and Use
TV
+ Linear Television - half an hour of day (inc. DVDs)
+ 16 minutes a day of TV on the internet
+ Time shifted viewing ads up to about 20 mins (eg DVR)
+ TV on handheld low, about 7 mins
+ Of total users
  - 42% said they spent half an hour a day watching tv on the internet
  - 20% watch 25 minutes

Music egs

+ Radio 18 mins/day
+ Computer 15 mins/day

Platform Games

+ Video Games are fairly evenly divided between console and handheld, cell phones lower.

Computer+ Games 17 mins / day
+ Video 8 mins / day
+ Social Networking 5/day
+Graphics / Photos 3/Dday


Media Use, Print+ Books 33 mins /day
+ Magazines 9 mins /day
+ Newspapers 3 mins/day
Mediums+ TV - 99%
+ DVD 95%
+ Cable / Sat 76%
+ TiVo DVR 53%
+ Premium Channels 39%
+ Radio 91%
+ CD Player 89%
+ Console Game Player 89%
+ Computer 91%
+ Internet Access 80%

8 - 14 Year Olds Racial and Ethnic Differences in Media Use 09+ Internet
    - White 88
    - Black 76
    - Hispanic 73

8 - 10 year olds percent who own each media platform
+ ipod / mp3 - 61% ( 04 was 12%)
+ Cell Phone - 31% (04 was 21%)
+ Handheld Player - 65% (04 was 66%)
+ Laptop - 13 % (04 was 17%)

TV Use, Over Time - 8 -10 year olds amountof tie spent using TV content from 1999+ TV watching down over 50 mins per day since 99
+ DVD and Videos on steady decline
+ Total TV is down about half an hour a day
+ This is the only age group where they really saw this happen

Computers, Music, VIdeo Games over time+ Computers up from 23 to 46 mins
+ Video Games was 31 mins up to 1.01.
+ Music is up from 55. to a bit over one hour

Print over time+ print (magazines) has gone down modestly since 99 but pretty steady since 04.
+ Reading of books has remained very steady.


Total Media Exposue - Gender differences in Media Use
+ Girls more music than boys.
+ A smallish gap with video games, but this expands significantly in teen years (girls lose interest)
+ No real difference in time spent on computers or reading.
+ Pretty big difference on TV, with girls watching more than boys. (live tv and tv on other platforms)


Total Media Exposure Kids of different races and ethnicities (8 - 14)
+  Black kids are consuming an additional 5 hours of media content per day than white kids. Hispanic kids are not far behind black kids.
+ This is evenly balanced between girls and boys
+ This is consistent over ten years of the study, amongst all age groups. Speaker has no exact explanation.
+ Biggest difference is television - black kids spend 2.5 more hours a day than white, hispanic 1.5 hours more.
+ Live TV vs other platform TV
    - only place where kids of color are watching less is on DVR / TiVo.
    - doing more on internet, cell phone, ipod, on demand.

+ Print
    - kids of color more likely to spend time reading magazines, and a little less time reading books. But this is not too significant.

Why are black and hispanic kids spending so much more time on media?
+ One thing they found is that kids who have a TV set in their bedroom, or where TV is on during meals tend to spend more time watching television
+ Amongst 8-14 year olds, black and hispanic are more likely to say TV is usually on during meals
+ More black kids (8-14) tend to say they have a TV set in their bedroom. Hispanic high too.

PBS Producer Summit: Mobile & Touch Screen Update

+ Current PBS Focus
+ Brainstorm and Q&A

Before iPod there was Microsoft surface, the SMART table, and Intel's classroom PC, Palm etc.

Types
- Optical
- Resistive
- Capacitive
- Infrared
- Surface Acoustic Wave (SAW)

Multi-touch
- means multiple touch points at same time.
allows complex manipulation of objects.

Optical (most multi-touch)- SMART technology has a number of cameras built into it. The table has one camera with over 40 points of touch.
- Can use other objects such as tennis balls and sticks and use the board.

ResistiveIntel Classroom PC and many Netbook touch PCs will use this.
Does require pressure on screen
Zooming images could blur

CapacitiveIphone, iPod touch and iPad
It is based on electricity present in our bodies!

InfraredNot sure who is using it
Grid of light sensors, and can sometimes be activated before user actually touches screen (interrupting beams of light)

Acoustic WaveUnable to scale to large devices
Not sure who is using this right now!
Could be really cool.

--------------------------
Touch Screen Advantages
Intuitive (for our age group keep it literal -- eg. some kids paint on an app, then check their finger to see if there is paint on it!)
Responsive
Usable
Flexible - can manipulate objects

Touch Screen Challenges'Touch ' on a device is not the same as real touching
metaphors should mirror kids' reality
no rollover event
Coloring app alpha - How do you know when you want to zoom or color
Fingertip takes up 1/6 to 1/8 of width / height of screen on handhelds
and many more...


Some PBS kid testing findings - iPhone App Alpha prototype from 2009- when you don't get what you want when you touch, kids tend to press even harder.
- coloring in - kids tended to try to rub rather than press to color fill.

The Power of Mobile
Ability to serve families on the go - the pass back effect
Child sense of ownership and control
New device capabilities
 

PBS has pbskids.org/mobile+ 3 apps reached top 20 in kids gaming category
+ 2 apps reached #1 in educational games
+ From august to March had about 160000 sales across 5 paid apps
    - not yet a huge revenue platform, but interesting!
    - apps marketing overall is probably in the billions - approx 1.6b est.
+ Amount of visits to these apps had 10 - 15 visits in the first month.
+ Built in loads of google analytics tracking into app background -
    - 60% of apps are on phones so 'pass back' phenomenon is real.

Have released SuperWhy for iPad App. Research results:

+ Two of apps went into a formal educational impact study.
+ 90 participants 3-7 + parents recruited from title 1 schools, so many kids had never played with device before.
+ Parents got to sit with researchers, and a separate iPhone app for parents to collect data

Findings - Martha Speaks Dog Party
Expressive vocab increased 20%
Five year-olds had 27% improvement
25% parents said the app prompted them to introduce the concepts in every day use with their children.

Findings - Super Why App
Four year-olds improved their letter sound fluency by 25%
Rhyming word identification up by 36%
35% of parents said the app prompted them to introduce the concepts in everyday use with their children.

WHAT PBS SUGGEST- needs to be very engaging
- brand attributes
    - focus on real world contexts and skills
    - same content we put in our TV shows and websites
- Learning outcomes
- Accessibility and usability for our audience
- Age-appropriate pacing and intensity
- Mr Rogers app has about 23 minutes per play.

Iterative Development Approach
- Next phase is to improve the apps already developed
- Scale up, try to get them on more and more platforms.
- Researched based content, not suggestive based.
- iPad - does game play differ on bigger screen to the traditional smaller iphone / ipod screens?

CSFs for Marketing Your App1. Brand which includes game name and icon
2. Audience size, demo and level of interest for app genre
3. Value perception as expressed by appealing screenshots, (16% choose to download apps because of screenshots) demo video, product description,
4. Popularity in rankings etc
5. Peer opinions expressed as user ratings, reviews, blogs etc.
6. House ads in other related apps linking direct to iTunes page.
7. Apple promotion in iTunes on the device or in stories
8. Online traffic, directed to a centralized landing web page
9. Frequent upgrades - users expect this, helps promote in display, think about what you can upgrade10. Press and social networking
11. Strong differentiation from competing apps in a category.
12. Optimize your search terms to work with Apple SEO

The Network Effect
When Curious George got promoted on apple, the other apps would lift in downloads.
PBS do loads of marketing on facebook, friendfeed, twitter, YouTube, cross-promote with other PBS Kids apps

PBS FREE VS PAID APPS

Games are all pay apps, primary reason is as a 'support public tv' function - aka revenue.
Average is $2.99 for a premium PBS app.
Any free apps promote tune in, promote brand etc.

PBS FUTURE PLANS- looking to build a PBS localization module that PBS partners can do
- looking to create sharable code that people can use to share by email, doesn't sound like sharable game code though.
- Looking to get into google android
- Working with SMART technologies
- PBS Became an ADOBE OPEN SCREEN partner. Flash games for authoring a flash game and publishing in many environments. They have a year in this partnership.


INTERACTIVE SMART BOARDS

http://pbskids.org/whiteboard/

20% of classrooms have smartboards
Kids interactive team lead by Scott Cummings went through PBS games to see how they could work .
SMART has a team of SMART exemplary educators to observe the way kids are using PBS games.

Next Steps- native app development -- Cyberchase lucky star game
- more research, observation
- Development on the SMART table
- PBS want more opportunities with partners to develop in this area.

SMARTDifferent authoring environment
Different SDK
No top to bottom orientation.

PBS Producer's Summit: Lesli Rotenberg, SVP Children's Media

PBS KIds Next Generation Media Initiative of 2005:
+ Had 5 year plan to reinvent PBSKIDS as the most educational and entertaining destination.
+ Added 28 new properties over 5 years (tv online properties, and online unique), with another 8 this year.
+ Any time, anywhere learning
+ Whole child focus
+ Trusted guide to little explorers
+ 5 iphone apps, 2 of which hit #1
+ Launched PBS Kids ISland
+ About to launch The Great Word Quest
+ Launching PBS Kids Writers Contest

+ Smart Boards - Interactive white board games - 53 with more on the way.
+ In-room hotel VOD
+ Working with comcast, vcast, GO! titles of VOD service

Merchandise+ releasing more character brands in shops

+ 358 affiliates reach 96% of US TV households.
+ 7 hours every day of kids content
+ number of hours on weekends growing. Saturdays this year increased by a quater this year. Sundays by a third.

Ratings (note Nielsens has been adjusted)+ Feb 2010 ratings up 40% over Feb 09. 
+ 55% of all kids 2-5 watching PBS.
+ Bucketing the trend. Even though it's small ratings, PBS Kids up +.1, nick and disney both down (Nov 09)

ONLINE+ Feb PBS KIDS most visited website behind webkins
9.5 million in feb 10
30 million total visits feb 10
79 million video streams per month

CLASSROOM+ identified #1 source of preschool content in research (research not identified)

ACROSS THE BOARD examples#1 children's educational media brand
#1 place trusted to watch childrens content on tv and online.
Outscored commercial and cable tv by 30 points with some reasearch about who was the most innovative with kids media.

RAISING READERS+ Raising Readers Kids - there is a study where kids working on Raising Readers programs had higher reading levels than kids who were not exposed to this teaching through media.

STEM+ The newest frontier - big PBS focus.
+ Children in preschool in a study were already showing negative view of science, which hurts their perception as they get older.
+ Change perception of how we see scientists and cultivate positive views of science for tomorrow's innovators

PARTNERSHIPS

+ Partnering with Smart and Adobe to push new content in new technologies.