Online survey is probably the most popular data collection mode. It is available anytime for respondents without the help of interviewer. The respondent directly answers questions over an internet connection, which means - in the world of smartphones and tablets - that you have no control over the device respondents use. We believe that with the world being mobile, you need surveys that reach to the device. That is why our aim to help you to create responsive questionnaires easily.
The other key element of an online or mobile survey is gamification. “Gamification” is the process of using game mechanics and game-oriented thinking in non-game contexts, to engage audiences and solve problems. You need to make sure that respondents won’t drop out when you have a long and - let's admit it - boring questionnaire. We understand that it is not easy, but we are here to help you to make your questionnaire engaging and fancy!
Who hasn't read this sentence before? It doesn't matter where you go, nowadays you are asked for an opinion everywhere on the web. For some it is a way to express their opinion, for most it is a sheer annoyance.
Name something that virtually everyone you know has with them just about all the time, just about every day.
If your first instinct was to mention “mobile phone”, the numbers definitely back up your observations: Of the approximately 7 billion people currently living here on Earth, there are currently between 4 and 4.5 BILLION unique mobile users globally; that translates to about three in four adults on the planet who own a mobile phone. The number of global mobile phone users is forecast to exceed a staggering 5 billion by 2017.
It’s humbling for us market researchers to realize that our “modern, cutting-edge” art and science of market research actually dates back thousands of years – with ample evidence of detailed census data collected within the Roman Empire. However, data collection for the earliest public surveys looked very different than it does today. In addition to the obvious differences in communications technology, the common citizen of that era was not considered to be smart enough or trustworthy enough to respond on his own behalf. Instead, information was collected as rulers polled clergy and nobles about various aspects of their parishioners’ or serfs’ lives.