Intel, Twitter, Runtastic y Pandora, keynote y speakers de los MPA16

Si quieres saber un poco más sobre la “inside story” de estas apps y empresas no faltes el 22 de febrero a la gala del X Aniversario de los Mobile Premier Awards. Ven, conoce su historia y sus consejos para desarrolladores, mejorar el engagement con los usuarios y aprovechar las oportunidades del márqueting y la comunicación.

Y además, os podéis llevar una tablet cortesía de Intel. Para conseguirla sólo hay que hacerse una foto en el photocall de entrada y tuitearla con los hashtag #MPA16 y #androidonintel. La imagen más original se llevará una estupenda tablet.

Cuando acabe la competición de las 16 apps finalistas, habrá tiempo para el networking con los principales representantes del sector mobile, que se citan en Barcelona para el Mobile World Congress, y fiesta, mucha fiesta con todo el glamour y la magia del cine.

Apúntate aquí

MPA16 Finalists: An interview with Munchery’s Nari Shin



In the latest in our series of interviews with our wonderful MPA16 finalists we chat to Munchery’s Nari Shin.

App Summary: Connecting customers with locally sourced chefs who’ll produce fresh, home cooked meals on demand before having them delivered straight to your door. For every meal ordered one is donated to local food banks.

Tell us a bit about yourself, where did you grow up and what are your interests?

I born and raised in Seoul, South Korea. I always liked math and science when I was young, and had a chance to participate in a Robot Soccer Contest when I was in high school. Since then, I studied math and computer science in college, and now I live in San Francisco as an Android developer.

Who was involved in the building of the app, what were their roles?

I built Munchery’s Android app from scratch and kept adding new features all by myself. We have three iOS developers who work very close with me, and bunch of backend developers did a really good job building all the behind scene of Munchery.

How many users do you now have and where are they located?

Our service is available in SF, Bay Area, Seattle, New York and LA in the US. In company itself, we have about half million users, and 25K users use Android platform.

What are you working on now? Any new additions to the app, or perhaps something new?

I’m currently working on a pretty big project which will allow users to experience an improved menu browsing and educate them to understand our product better.

What would winning the MPA´s mean to you and your app?

First off, that would be super cool! Me and all my co-workers will be really happy, and I would be really proud of myself. Coming from Korea and living in the US wasn’t an easy journey, and I would feel I achieved a really big goal in my life. For Munchery app, I hope we could get a lot of press attention and marketing chances so that we can grow even further!

MPA16 Finalists: An interview with Monkey’s Finger Games, Creators of Last Lie



In our latest in our series of interviews with our wonderful MPA16 finalists we chat to Monkey’s Finger Games who impressed with their amazing game, ‘Last Lie’.

App Summary: A console quality thrilling third-person shooter where the player must utilize stealth and a multitude of weapons to complete their missions.

How did you hear about Appcircus? Why did you decide to submit the app?

I have known Appcircus from a few years ago when I started to develop apps for Windows phone devices.

During a Microsoft organized apps campus I heard something about Appcircus form some other developers and then I visited the websites to better know about Appcircus jobs.

Where did the idea for the game come from?

The game idea came to us looking at technological advances in recent years and we wondered where we will be in the next 50. We thought something about bioelectronics.

The Brain Insertion was the new frontier of the future, so we are in a near future where this technology allowed people to improve their lives calibrating the body to prevent any kind of disease and prolong their lives. You can share information with people around you, everything you need is in your mind and everything you see gets mixed up with a holographic reality. Unfortunately the world is not only a beautiful place to live, but also a place to be afraid of. After a few years there was an hacker attack called MentalBurn thrown from a group adverse to the Brain Insertion. They sent a hacked signal which infected all the Brain Insertions on the planet. After the attack half of the world’s population died because of the shock, and the other half had troubles recognising the reality. No one can trust what they see because they cannot know if something is real or not and this is where Last Lie take place.

What were the game’s main influences?

With the objective to bring a console quality game on the mobile platform, we have been influenced by the major console titles. Looking at these games we were encouraged to create a technology that would allow us to have an engaging and addictive gameplay combined with the an high end graphics and gameplay mechanics.

The game itself were also influenced by the Hollywood movies that allowed us to study well-designed action camera during gameplay. Also during the game cinematic phases the camera shots changes, so we can give more emphasis to the action that is taking place!

Once your app is on the market how do you promote it and what assistance (beside funding) do you need to promote it.

To promote Last Lie we are creating a trailer that brings out the involvement during gameplay, we are also in touch with several suppliers of mobile advertising to show our ads.

We think that a great importance in given by festival, awards, and press. Most people need to hear about your game from numerous sources before they’ll actually watch a trailer or download a game. Of course having the opportunity to participate to the MPA 2016 is a  very important thing to us. We count to find some partners for promoting this and our future games. Since we are a small team, funding is really important for all of these phases, so we are giving the best of ourselves to be able to reach our goal.

What’s next for the app?

We have high expectations for Last Lie!

Last Lie has been very well received by the gamers audience that every day ask us to go on like this and to add new game chapters, and this is what we are doing!

At the moment we are continuing the Last Lie development to implement new features to the gameplay and extending the game by adding new game missions, in order to continuously improve the game and its quality. We want Last Lie to grow and become even better and better.

We are also planning a sequel for Last Lie and a spin-off. The Last Lie sequel will be even more involving than this one and will feature a better graphics and will bring some new cool gameplay features. The Last Lie spin-off  will be an all different kind of game and will give the player an excitements that isn’t yet seen on mobile platform. We want to bring the best gaming experience on mobile platform.

Where do you see the future of gaming apps going?

We in Monkey’s Finger believe that the future of mobile gaming is expected to grow, but this can happen only by creating exciting and quality products.

We think that in the near future the mobile devices will be seen as real gaming consoles, and if there will be  good quality games then mobile will be a good alternative to the current home console. Looking into the future, mobile gaming might even dominate the gaming industry, because of its mobility and ‘easy-to-play’ nature.

Having the ability to play on our couch and then continue the game in mobility without quality loss is something that might will enter into our lives. Monkey’s Finger Games wants to expand the entertainment potential of smartphone and tablets. Mobile platforms will never be a second choice for gaming.

MPA16 Finalists: An interview with Mimi Hearing’s Philipp Skribanowitz



In our latest in our series of interviews with our wonderful MPA16 finalists we chat to Mimi Hearing Test’s

Philipp Skrianowitz  about smart solutions, funding and technology.

App Summary: Mimi is a service that provides the user with the best personalized sound by undertaking a 2-12 minute hearing test which provides an extensive overview of your hearing capabilities.

Tell us a bit about your background, how did you get into mobile technology?

I have a mechanical engineering, human-centred-design and business innovation background. While teaching at the University of St. Gallen I got started with Corporate Innovation, which then lead me to company building with Christophe Maire at Atlantic Labs. My passion lies in applying technology/smart solutions to real problems. My engineering background was always challenging, but sometimes it was hard to see an immediate tangible benefit. Mimi combines both, a real need and a scalable solution enabled through mobile technology.

Why did you develop the app? What was the need behind it?

Mimi is a service that provides you the best sound personalized to you.The ‘Mimi Hearing Test’ App gives you an extensive overview about your hearing capabilities. First results are available after 2 min. the full test only takes 12 min. and can be done in the comfort of your home. Within a few months, Mimi became the #1 hearing test on iOS.

Taking sound to a complete new level, the ‘Mimi Music’ App was launched last winter and adds clarity and sparkle to your music. It is inspired by the function of the healthy human ear and provides you a unique music experience.

How many users do you have and where are they located?

Both apps are localized in 14 different languages which means, our users are spread out over the globe. Within in the last year we helped around 300k people to engage with their hearing and start their journey to better sound with us.

Who was involved in the building of the app, what were their roles?

Our apps use best in class audio processing based on years of extensive research experience from Mimi Co-Founder Dr. Nick Clark. The Mimi Hearing Test was build by a team of highly skilled and interdisciplinary scientist, designers, developers and business innovators.

Have you received funding for further development?

Mimi Hearing Technologies is backed by an international group of investors from Europe, Silicon Valley, New York, Hong Kong and Japan including Joanne Wilson (NYC), Christophe Maire (Berlin), Scentan Ventures and Horizons Ventures.

RedBird, ganadora del primer Appcircus Caracas, enhorabuena!

RedBird, una app móvil para la localización y administración de dispositivos móviles que usa como protocolo de comunicación la mensajería de texto, es la flamante app ganadora de nuestro primer Appcircus celebrado en Venezuela.

El premio para RedBird es un pase directo para presentar la aplicación en los Mobile Premier Awards 2016, los premios de referencia para el sector mobile internacional que se entregan en Barcelona anualmente el primer día del Mobile World Congress. Además, el ganador gracias a Intel Software tendrá la posibilidad de ganar un viaje de ida y vuelta a Barcelona y una entrada al Mobile World Congress.

La segunda posición fue para Playfan, una app con puedes conocer personas que tienen tu mismo estilo de vida. Y LToys, una que  app es un visor de juguetes con realidad aumentada, fue la tercera clasificada.

La noche de ayer en la Academia de Wayra, en Caracas, estuvo repleta de emoción, buenas ondas y sobre todo de aplicaciones increíbles que dieron a conocer las últimas tendencias del sector móvil en Venezuela.

Gracias a nuestros sponsors y media partners Intel Software, Wayra Venezuela, Tedexis, Tecno Aventura y 4Geeks por haber hecho posible esta primera edición. Y también a Nubelo y Coding Venezuela, por estar en la organización.

Finalistas MPA16: Entrevista con Pedro Freire, Co Founder de Mercadoni


Seguimos con las entrevistas para conocer un poco más las apps que han ganado la temporada de Appcircus 2015 y que han sido seleccionadas para estar en la final de los
Mobile Premier Awards. Hoy hablamos con Pedro Freire, cofundador de Mercadoni, ganadora de Appcircus Bogotá.

1. ¿Cómo surgió la idea de Mercadoni? La falta de tiempo, la ausencia en el mercado colombiano de un servicio parecido…

Mercadoni surgió de un problema que existe en todas las ciudades. La falta de tiempo para poder hacer las compras del día a día. Con Mercadoni, varias ciudades de Latinoamérica están cambiando la forma de comprar sus cosas, permitiéndole a las personas que puedan comprar lo que quieran en su ciudad con entregas en menos de 1 hora. Todo esto lo hemos hecho posible por las alianzas estratégicas con tiendas y cadenas de supermercados locales que ya tienen los productos de preferencia de los usuarios. Puedes comprar desde una tienda muy cerca a tu casa como de una tienda del otro lado de la ciudad al mismo precio y recibirlo casi como magia al instante y con una gran experiencia de compra. Un ejército de pilotos está conectado a la plataforma y muy rápido va por tu pedido.

Estamos cambiando la manera de cómo las personas en las ciudades compran, haciéndoles ahorrar tiempo para las cosas más importantes de la vida.

2. ¿Cómo fue el proceso de creación de la app? ¿Hubo algún momento especialmente duro?

Nada fue fácil. Las primeras alianzas con las tiendas y supermercados, cuando aún nadie conocía Mercadoni, fue especialmente difícil. Ahora ya todas las tiendas de la ciudades entienden el concepto y ven en Mercadoni una gran oportunidad para poder explorar el mercado online. También el logro de conseguir muchos pilotos para ir por los pedidos fue especialmente difícil debido al gran crecimiento que tuvimos. Ahora ya hemos construido una red muy grande con cobertura en Bogota y Chia en Colombia y Ciudad de México. La tecnología por detrás y todos los algoritmos para asegurar que las entregas sean inmediatas fue la parte menos complicada así como la construcción de la aplicación. Seguimos mejorando las apps y la experiencia en web manteniendo nuestra obsesión por servir nuestros usuarios de la mejor manera posible.

3. ¿Creéis que el e-commerce pasa inevitablemente por una app, sea cual sea el sector?

Hay varias maneras de hacer e-commerce. Para nuestro modelo de entregas tan rápidas tener apps era necesario. Mobile creció en estos 5 años lo mismo que desktop creció en los últimos 20 años, entonces pienso que el usuario realmente lo está pidiendo. Me parece difícil existir hoy en día sin apps sea cual sea el sector de e-commerce.

4.  ¿Qué previsión de futuro hacéis para las aplicaciones en este sector?

Creo que aún estamos apenas en el principio. Todavía hay pocas opciones especialmente en Latinoamérica. Mercadoni ya te permite comprar lo que quieras con una propuesta de valor muy grande de entrega pero pienso que cada vez el tiempo vale más, así que todo el mundo vendrá al  mercado online, absolutamente para todo: Poder reservar una clase de yoga online hasta conseguir ingredientes saludables directamente de una finca.

5. Una app sin la que no podéis pasar.

El mayor problema que tenia en mi vida era no tener tiempo para comprar cosas aburridas como mercado o algo para mi mascota, así que pienso que me volví bastante adicto a Mercadoni. Además de Mercadoni no podría pasar sin la app de Apple de Notas donde apunto todo lo que tengo que hacer y mis prioridades para el dia.

6. ¿Qué significa para vosotros estar en los Mobile Premier Awards y qué repercusiones pensáis que tendrá para Mercadoni?

Para nosotros es la oportunidad más grande que hemos tenido hasta hoy. Es poder dar a conocer a todo el mundo que en Latinoamérica, a pesar de aun ser una región del mundo poco enfocada en el mundo online, se pueden hacer cosas muy revolucionarias y que están impactando el mundo como es Mercadoni.

MPA16 Finalists: An interview with Norway’s Museai App



In our latest in our series of interviews with our wonderful MPA16 finalists we chat to the boys behind Museai about bands, community and what winning would mean.

App Summary: Made by musicians for musicians, Museai vastly improves on simply using your smartphone’s voice recorder in order to capture ideas. Here musical inspirations can be captured, structured and shared amongst friends and other musical collaborators with ease, speeding up the process to a fully formed song.


1: Tell us a bit about yourself, where did you grow up and what are your interests?

All of us are born and raised in Norway. Trym and Erlend are band musicians and have played music since they were kids. They just released their new band «Teddy and the Love Gang» in the end of 2015! Daniel is the business guy in the team and have a passion for making things happen.

2: Who was involved in the building of the app, what were their roles?

The team consists of three guys. Trym and Erlend are the musicians and the guys with the idea. Their role is to make sure that the product fits the user’s needs. They are also in charge of building the community and communicate with the users.

Daniel is the CEO and the business/marketing person in the team. Making sure that we can collaborate with the right partners, and also focus on getting more funding.

3: How many users do you now have and where are they located?

We aim to submit to AppStore next week, so we have not any users yet. But hopefully this will change quite a bit before MPA!

4: What are you working on now? Any new additions to the app, or perhaps something new?

We are finalizing the first version of Museai and making sure that it will be as good as possible. After launch we will have several updates and new releases. After that our main goal is to launch Museai on Android as well. We have seen that we can use the Museai technology in other ways, that also will give us new business models and potential income sources.

5: What would winning the MPA´s mean to you and your app?

That would definitely give us a great recognition and also say to potential investors and collaborators that there are a real big potential for Museai. We know there is a need for the product and by winning MPA can be a way for us to show the world how we want to improve the ways musicians create music!

Finalistas MPA16: Entrevista con Jorge Guijarro, CEO de Schooltivity


En la serie de entrevistas que estamos publicando sobre los finalistas de los Mobile Premier Awards, hoy hablamos con Jorge Guijarro, CEO de Schooltivity, la app ganadora de Appcircus Madrid.

1. La pregunta imprescindible es ¿cómo detectáseis la necesidad de crear una plataforma como Schooltivity? y ¿cuánto tiempo tardásteis en desarrollarla?

Schooltivity es una plataforma que se basa en la comunicación entre Centros educativos y familias. Actualmente los centros educativos se comunican con las familias por diferentes canales: agenda escolar, página web, circulares en papel, correo electrónico, etc… Estos diferentes canales de comunicación saturan y confunden al usuario ya que la información que reciben se encuentra dispersa en los diferentes formatos que reciben… “No saben si la última Circular del colé les llego vía email o se encuentra colgada en la página web del centro”

Desde Schooltivity hemos creado una plataforma que centraliza y ordena toda la comunicación escolar, en una App muy ágil en su uso y muy cómoda en su consulta…. Toda la información escolar la tenemos a un clic en nuestro teléfono móvil o tablet.

Desarrollamos la plataforma en tres diferentes etapas: la primera consistió en formar un grupo de trabajo formado por educadores, psicólogas, director y gerente de un centro educativo, cada uno expuso sus necesidades diarias en el centro. Conociendo las necesidades reales se plantearon las soluciones. En la segunda etapa realizamos el diseño de la plataforma y posterior desarrollo en Android, iOS y versión web. Y la tercera y última etapa fue probar la versión beta de la plataforma en tres centros educativos. El desarrollo total de la plataforma fue de 18 meses.

2. ¿Nos puedes explicar qué equipo ha estado implicado en su desarrollo?

Schooltivity ha contado con diferentes grupos de profesionales: en la parte pedagógica, el Centro de Educación Infantil La Gacela para detectar y solventar las necesidades de gestión y comunicación de un centro de infantil. Y en la parte de desarrollo el equipo de Mobilendo capitaneado por Javier Campos. Y Jorge Guijarro CEO de Schooltivity ha estado al frente de la conceptualización de la plataforma así como de su diseño y usabilidad.

3. ¿Cómo han reaccionado la comunidad educativa y los padres a la incorporación del móvil a la aulas?

La inmersión de nuevas tecnologías en el aula siempre es positiva ya que se adapta a los nuevos usos y costumbres de la sociedad y facilita el acceso a la multitud de recursos pedagógicos. Realizado en su justa medida es un complemento ideal para la docencia y para la comunicación entre centro educativo y familias.

4. ¿Qué valores pedagógicos y educativos ha aportado la plataforma?

Schooltivity aparte de “comunicar” es también una herramienta pedagógica, incorpora dos módulos muy interesantes: El “aulabox” permite a los profesores compartir con las familias las fichas, música, vídeos, cuentos, etc. que trabajan en clase. Este modulo acerca y tangibiliza el Proyecto educativo de los centros a las familias.Y el modulo de “Motivación” para los alumnos  (por consecución de Logros). Una herramienta muy muy chula con la que reconocemos y  motivamos a los alumnos los logros que obtienen a lo largo del curso (objetivos a conseguir predefinidos en el Proyecto educativo), esto hace a los centros únicos y diferenciales!!

5. ¿Cómo están evolucionando las apps en el sector educativo?

La educación es uno de los sectores más prolíficos en la realización de apps, por las posibilidades de aprendizaje que ofrece y por la apertura y libertad de movimientos que nos brinda, el concepto de clase con cuatro paredes y todos los alumnos realizando la misma actividad progresivamente tendera a desaparecer… bajo una misma tutorización los alumnos progresaran a su propio ritmo y todo esto será gracias a las diferentes apps que irán surgiendo en el mercado.

6. Sabemos que eres ingeniero industrial que llevas veinte años en el sector de la comunicación, ¿cómo te involucraste en la tecnología móvil?

La necesidad de cambio y de innovación a las necesidades educativas nos condujo directamente e inequívocamente al desarrollo de la tecnología móvil. Lo demanda la sociedad.

7. ¿Qué ha supuesto para ti y tu equipo ganar AC Madrid y estar en los Mobile Premier Awards?

Para nosotros ha sido un auténtico privilegio el poder ganar en el AC Madrid por la calidad y cantidad de apps presentadas, había apps realmente buenas. El poder estar en los Mobile Premier Awards y mostrar al mundo nuestro trabajo es una oportunidad única que vamos a disfrutar y si podemos conseguir algo mas pues será muuuuy bienvenido…  estar allí con las mejores apps de otros países será toda una experiencia. El día 22 de Febrero, dia de los  MPA, presentaremos Schooltivity al mundo con carácter constructivo y siempre positivo… como dice nuestro slogan: ¡Hoy va a ser un gran día!

MPA16 Finalists: An interview with Signtist’s Arpita Khadria



In the third of our series of interviews with our wonderful MPA16 finalists we chat to Signtist’s Arpita Khadria about the app scene in India, her background and the future.

1: Tell us a bit about your background, how did you get involved in mobile technology?

I am a brand and marketing professional, with 10+ years of experience, who runs a consultancy start-up called Barefoot in Bangalore. I started my 2nd company in April 2014 called Bezzerk for flat design mobile game and app development. Signtist was the first product we wanted to launch because it was “new to the world”. I felt there was a big gap in the market for good flat design games and apps. Bezzerk is very sharply focused on intuitive UX and easy on the eye UI design. Our expertise in consumer behaviour has a rub off on the quality of work we do in Bezzerk.

Since I do not have any background in technology, making Signtist was a huge challenge. But that also made it a lot of fun because I got to learn a lot. And meet people from various backgrounds, outside of my domain expertise.

2: Who was involved in the building of the app, what were their roles?

Concept creator and copyright owner, Arpita Khadria. Produced and property of Bezzerk Inc. UX Design by Arpita Khadria and Siddhesh Rane. UI Design by Arpita Khadri and Karan Asran. The developer was Akshay Singh and the Brand Manager is Swapna Nandakumar.

3: How many users do you now have and where are they located?

We have around 1500 users on Android, mostly from India. We are yet to market the game. Once the iOS is approved, we will be taking it to the world. We have been shortlisted by Apple for a feature.

4: Once you app is on the market how do you promote it, and what assistance (besides funding) do you need to promote the app?

We used a brand partnership strategy for our launch because we had very limited money. The app was sponsored by Mentos India and we also raised some money through Indiegogo. All of it went into the development. Mentos promoted Signtist initially as content on their social pages. Signtist got some good reviews in India as well. We also want to reach out to reviewers and bloggers from across the world in order to create more awareness. This is a very new and unique idea which all genuine writers should cover.

The game can also be a great learning tool therefore, we can even be featured in education led articles. Funding will obviously help us market the game. But with the current resources, we will be doing FB ads

5: What are you working on now?

We are currently looking to get the iOS version of Signtist approved. That is our prime focus. Plus preparing for Barcelona 🙂 We will also try to integrate Tappx with Signtist and make full use of the 1 million credits. But in the future, we will be making and online multi-player version of the app, enhance the game play with more customization for each user. We will also look to release the game in various languages, starting with Spanish, since I have done 2 levels of Spanish myself. It is afterall the second most widely spoken language!

6: How is the app technology sector growing in India?

India is seeing a big boom for app development. All brands and companies want one. The timing of starting a business around app design is perfect for us. Bezzerk has designed 2 other apps which are already live,  Laundrokart app and healthandglow app

MPA16 Finalists: An interview with Verge POS’ Francis Osifo


In the second of our series of interviews with our wonderful MPA16 finalists we chat to Verge POS’ Francis Osifo about app marketing, the future and more.

App Summary: Simple and intuitive retail POS system for micro-to-medium sized retailers within Africa. Allows easy managerial access on tablets and mobiles for daily concerns.

1. Tell us about yourself, where did you grow up and what are your interests.

My name is Francis Ogochukwu Osifo, a christian, a husband to a beautiful wife, a Nigerian from a family of four kids. I grew up in Benin city, Edo state, Nigeria until after completing my secondary education and moved to Lagos State, fell in love with technology along the way and how it is implemented and used by everyday individuals; went on to build tech solutions and businesses focused on solving local problems within Nigeria and Africa. My interests range from Music, Sports, Technology(Mobile, AI, Web, Data) to travel and culture.

2. How did you get involved in mobile technology

Well it all started a few years back when development of mobile apps with HTML5 was gaining attention with PhoneGap and from my experience with web development it was easy to quickly adapt the knowledge towards developing for mobile and then along with a very close friend Peter Ihesie we got into  the Nokia Growth Academy in Lagos ( this really helped improve understanding and considerations when developing for mobile), my friend’s project that got us into the Growth Academy won the World Summit awards. And with every passing day it became clear the significance mobile apps  play in delivering solutions to end users. Our first focus when developing Verge was to support existing POS infrastructure by integrating with the largest local solutions but it was also very clear that hundreds of thousands of retailers either could not afford existing solutions in the market, the solutions didn’t address prominent local business challenges or outright complexity of the products and that is what we went ahead to develop with VergePOS.

3. Who was involved in the building of the apps and their roles?

Myself, Kehinde Adegbesan, Sunday Akinsete. Kehinde handled our API development and extension for mobile, Sunday handled the core product development while I handled the UX design, Product requirement, Testing and Business development.

4. After winning Appcircus did your app downloads increase?

At the point of winning Appcircus we just released the first iteration of the product to the App Store (Google Playstore) and just started promotion for our mobile POS offering so there was no significant increase in downloads, part of which is also due to the channels of promotion for the event and the customer segment we are addressing.

5. Have you received funding for further app development?

At the moment no, but we just started a fundraising round while improving our product offerings, customer development and partnerships.