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An Intro to Mobile Apps
                        Exploring the Principles Behind Developing Branded Apps




Tuesday, July 5, 2011
Intro to Mobile Applications



               New Possibilities, New Constraints:

               With more internet enabled mobile phones around
               the world than desktops and the increasing popularity
               of smart phones, mobile has become one of the most
               important and powerful media in which brands can
               engage consumers. With enormous potential, these
               devices open up a whole new realm of possibilities not
               present in other forms of digital. However, with new
               possibilities also come new constraints.         This
               presentation aims to shed light on how to design
               branded apps that target the strengths of the mobile
               platform




Tuesday, July 5, 2011
Intro to Mobile Applications


             New Possibilities:

             Mobile is different by the very fact that it
             is… mobile. It is smaller, lighter, location
             aware, always on, and always in reach.
             Staying with us wherever we go and
             containing all sorts of personal data, it is
             the most personal device we own. With
             high-tech gadgets like a camera,
             accelerometer, and GPS, there are all
             sorts of new possibilities that didn’t
             exist on the desktop.




Tuesday, July 5, 2011
Intro to Mobile Applications

               New constraints

               It’s not all peaches and cream in the mobile
               world. In fact, mobile can be one of the most
               difficult media to design for.         With an ever
               expanding list of screen sizes, multiple operating
               systems --    with more than 250 variations of
               the Android system alone -- tablet devices, and
               all matter of ‘connected devices’ entering the
               mobile arena, supporting multiple platforms can
               be extremely difficult.        Pair these technical
               issues with the personal nature of the device
               and the unique way in which people interact
               with their mobiles, and we have a whole new
               list of challenges that didn’t exist in digital.


                                                                               The mobile ecosystem is a busy place with a lot of players, high
                                                                                   fragmentation, and it’s getting more complex by the day.
                                                                            Source: http://www.54ad.com.tw/seoblog/mobile-internets-ecosystem/




Tuesday, July 5, 2011
Intro to Mobile Applications

           It’s Not Just More of the Same:

           We Can’t simply apply what we know about other
           media. What has worked elsewhere won’t necessarily
           work here.


           Every time a new medium arrives it is treated like a
           ‘newer and shinier’ version of media that came before
           it. Take the internet of the 1990s; everyone had to
           have a website, and the most common solution was to
           post a site that merely served as a digital brochure.
           Today, in many instances, the ‘mobile web’ just means
           viewing desktop websites on a mobile phone. To make
           matters worse, there are hundreds of mobile apps that
           merely attempt to duplicate the desktop experience
           on a smaller screen. In order to create an enjoyable
           experience for those who download your app, you
           must design to the strengths of the medium.


                                                                            Don’t just duplicate your desktop experience. Make it relevant to the
                                                                           mobile medium. Source: Tapworthy, by Josh Clark. O’Reilly Press, 2010.




Tuesday, July 5, 2011
Intro to Mobile Applications



           Mobile App? Mobile Web? Mobile Web App?

           Despite the fact that this is a presentation on mobile
           applications, it is important to know the difference
           between a mobile application, mobile website, and a
           mobile web app and the functions they serve. Each of
           these platforms have their own sets of strengths,
           weaknesses and challenges.




                                                                           http://3clickmedia.com/mobile-apps-vs-mobile-websites/




Tuesday, July 5, 2011
Intro to Mobile Applications


           Mobile App:

           An application designed to run on a specific mobile
           device, usually distributed through an app store/
           marketplace. Downloading and installation of the app is
           required.


           When you might consider a native app:
            • When rich media, interactivity, or native hardware
              functionality are at the core of your mobile
              experience.
            • The ability to play/use the app anytime, anywhere,
              regardless of connection is important (not easy with
              apps that access large volumes of data on servers).




Tuesday, July 5, 2011
Intro to Mobile Applications

           Mobile Web App:

           A mobile web app is a highly interactive web-based
           program that provides an experience similar to a native
           app.


           When you might consider a web app:
            • When looking to reach users on multiple platforms
              with rich capabilities and access some basic native
              functionality of the phone.
            • When it won’t work: your project requires heavy use
              of native functionality i.e. accelerometer/gyroscope,
              cameras, heavy graphics 	

   processing
            • Internet connectivity is neccessary in most cases,
              despite CSS3/HTML5 caching.


           Good examples:            Pieguy, Ever ytimezone.com,
           Amazon.com, Facebook.com, Showtime app.
                                                                                    Amazon.com and Pie Guy Mobile Web Apps
                                                                                             (mrgan.com/pieguy)




Tuesday, July 5, 2011
Intro to Mobile Applications


           Mobile Website:

           A mobile-optimized web site designed around the
           principles of mobile, catering to the needs of users
           who are on the go, with specific intent. These are
           not normally full re-creations of the desktop
           website.


           When to consider a mobile web site:
            • You need to reach the broadest audience
              possible.
            • You do not need access to native hardware
              functionality.
            • You need a platform that is easy to support and
              maintain.

                            automobiles.honda.com/mobile
                          For more great mobile websites visit
                            www.mobileawesomeness.com




Tuesday, July 5, 2011
Intro to Mobile Applications


             What platform?


             With the entry of new players in the smartphone and
             smart device market, the iphone no longer stands alone
             as the mobile supercomputer capable putting your
             brand in the pockets of consumers.       Deciding what
             platforms you’ll be developing for from the start can
             save enormous headache in the development and
             distribution phases, and can dictate the direction of the
             app (tablet and phone experiences and user habits vary
             widely!). This is a complex topic and in-depth
             exploration will be saved for another presentation.




Tuesday, July 5, 2011
Intro to Mobile Applications



           There’s an app for that - but should there be?


           In all the excitement of the app gold rush many brands and
           developers are churning out apps just because it’s the hot
           thing to do. The result is poorly designed apps, which can
           negatively effect a consumer’s perception of the brand.
           Remember the wildly popular series of books from the
           early 2000’s Websites That Suck? Nearly every smartphone
           owner has had enough encounters with bad apps to write
           their own continuation of the series. Let’s not contribute
           to the problem.




                                                                                  Pin Mailer marks your location with a pin using GPS and
                                                                                 allows you send it to friends. All of this can be done with
                                                                                                 is native functions of iOS.




Tuesday, July 5, 2011
Intro to Mobile Applications



      Branded Apps

      Branded apps generally fall into two categories: Utility
      or Entertainment.


      Utility apps help your consumers get something done in
      a way that couldn’t be done without the app.       Great
      examples of utility apps are Kraft iFood assistant,
      Target’s Grocery Lists, or the Chase Mobile app.




Tuesday, July 5, 2011
Intro to Mobile Applications



         Branded Apps


         Entertainment: By far the most dominant category
         of any app store, and a favorite mode of engagement
         for many brands. Entertainment apps provide value
         by providing a fun way to pass the time while
         keeping the brand top of mind. Good examples of
         entertainment apps include Audi’s A4 Drive
         Challenge, Zippo’s Virtual Lighter, the Inception
         App, and Barclaycard’s Waterslide Extreme.




                                                                            Audi A4 Driving Challenge




Tuesday, July 5, 2011
Intro to Mobile Applications



               Three Main User States:

               There are three primary states of mind of
               the mobile user: I’m bored, I’m Local, and
               I’m Microtasking. Understanding each of
               these different states is crucial to
               developing a mobile experience that is
               appealing to consumers.




Tuesday, July 5, 2011
Intro to Mobile Applications


               Three Main User States:

               I’m bored: standing in line at the grocery
               store, sitting on a bus, waiting for a
               doctors appointment are just a few of the
               myriad of examples of short periods of
               time smartphones users turn to their
               phones to fill.   These devices are great
               ways to escape for small, bite-sized bits of
               interaction, whether it’s a game, the latest
               news, or even a book.




                                                                       Bored with the Oscars John Stewart pulls out an iPhone.
                                                                      Not exactly a typical scenario, but I think you get our point.




Tuesday, July 5, 2011
Intro to Mobile Applications



               Three Main User States:

               I’m Local: smartphone users are able to
               use their phones to see what is happening
               around them. Use the maps application to
               find local shops or a gas station. Check in
               to Foursquare and see where your friends
               are. Fire up Yelp to read a review of the
               new restaurant that opened up next door.
               These devices help shape the way we
               navigate the world around us.




                                                                Find a quality burrito close by on Yelp   Or see who else has checked in at your location
                                                                                                                          on Foursquare




Tuesday, July 5, 2011
Intro to Mobile Applications


               Three Main User States:

               I’m Microtasking: Smartphones aren’t purely
               about fun and games. They’re also incredible
               productivity tools. Built more for bite-sized
               interactions, they aren’t practical for long bouts of
               spreadsheet acrobatics. Information is collected in
               short but intense bursts of activity and often left
               for later to be sorted through. Jotting down short
               notes, downloading a webpage for later browsing,
               piecing together a grocery list throughout the day,
               are all representative of tasks smartphone users
               find convenient to do on their devices.




                                                                              Keep track of you notes with virtual post-its with the Stickies app by 3M




Tuesday, July 5, 2011
Intro to Mobile Applications



              5 W’s of App Design:


              Just like any good story, every app has to have a
              solid statement for Who, What, When, Where,
              and Why.


              Who: Who is the audience for you application?
              What: What will they be able to accomplish by
              using your app?
              When/Where: Describe the context the app will
              be used in.
              Why: The motivations and goals of those using
              your app.




Tuesday, July 5, 2011
Intro to Mobile Applications




             Who:

             Who is the audience for you application? The
             further you can drill down to a specific niche, the
             more focused your application will be. Are you
             designing for mothers of newborns in urban
             areas?     How about birdwatchers?   Or possibly
             18-35 sportbike racers?    Just like any effective
             advertising campaign, it pays to have a specific
             WHO in mind for your app.




Tuesday, July 5, 2011
Intro to Mobile Applications



               What:

               What will they be able to accomplish by using
               your app?    Will they be able to customize a
               particular product and share it with their friends
               on Facebook? Or will that pass the time while
               speeding down a massive waterslide, recalling
               images of your brilliant TV commercial?




Tuesday, July 5, 2011
Intro to Mobile Applications



               When/Where:

               Describe the context the app will be used within.
               Will they be using your app to navigate the aisles
               of your grocery store?    Or will they be using
               your branded app to help them decide which
               artist to see next at the biggest music event of
               the summer?




Tuesday, July 5, 2011
Intro to Mobile Applications



               Why:

               Perhaps the most important question of them
               all, Why describes the motivations and goals of
               those using your app. It needs to address not
               only why they will use your app, but why using it
               on a mobile device makes sense.




Tuesday, July 5, 2011
Intro to Mobile Applications



               A Customer-based Why:


               It may sound obvious that your app has to
               solve a pain point, but too often designers
               start with the wrong WHY – why is it
               important to me the designer. Apps must
               start with a consumer-based why if they
               are to be of any use to anyone other than
               the designer.




                                                                             Because no presentation is complete
                                                                                without a cheesy stock image.




Tuesday, July 5, 2011
Intro to Mobile Applications


               Understanding the Ecosystem on a
               Smartphone:


               It’s important to understand that each app does not exist in
               isolation. The ecosystem of the smartphone is busy and
               cluttered, constantly ringing, syncing email, pushing updates.
               Neighboring apps will interrupt each other with push alerts
               and interfere with app experience, but they can also
               communicate and pass data amongst each other, enhancing
               the experience of all parties involved.   Understanding the
               overall ecosystem can help you design for these factors, and
               increase the chance that your app will find a long-lasting spot
               on the home page.




Tuesday, July 5, 2011
Intro to Mobile Applications

           Design for Mom and Grandma:

           Most smartphone owners have had years of practice navigating
           the digital and mobile landscape.      We understand the basic
           architecture of mobile applications because we have seen similar
           concepts at work in other programs and on other media. The
           large, and growing segment of late adopters don’t have this frame
           of reference to inform how they interact with smartphone. You
           may not see them as the main audience for you app, but it would
           be foolish to ignore them. One study by the university of Dundee
           in Scotland found the fastest growing market of web services to
           be for senior citizens over the age of 70 -- they’re online, they’re
           using smartphones, and they want to use your app. If you want to
           see how this group interacts with mobile technology first hand,
           visit the personal setup table of any Apple store and watch as
           they’re introduced to an iOS device for the first time. The insights
           you gather will invaluable during while designing your app.



                                                                                  Source: http://www.flickr.com/photos/tophermoon/4932280833/




Tuesday, July 5, 2011
Intro to Mobile Applications



           What Mom Wants:

           Designing for mom doesn’t necessarily mean dumbing down
           your application.   In fact, that’s exactly what users don’t
           want. What they do want is simple and easy... and simple and
           easy is hard.   This often requires constant iteration and
           testing of user-interface and content adaptation.




                                                                             ‘Umbrella Today?’ takes simplicity to the nth degree.
                                                                             A simple Yes or No tells you if you should carry one
                                                                               with you for the day. Dumb? No. Simple? Very.




Tuesday, July 5, 2011
Intro to Mobile Applications



             Never start with Constraints:


             It’s hard not to define your app strategy by the constraints of
             the medium, after all there are plenty of them: dozens of
             screen sizes, OS fragmentation, mobile carriers, and many
             other factors come in to play. However, designing your app
             based on what can’t be done versus what can is playing not
             to lose instead of playing to win. When was the last time you
             described an app as delightfully conservative, and mind-
             blowingly awesome? Those two statements just don’t play
             well together.




Tuesday, July 5, 2011
Intro to Mobile Applications




             If You Build It Will They Come?

             So you’ve built your app, now what? Simply dumping it on
             the app store or android market or blackberry app world
             won’t ensure your app receives millions of downloads. A
             successful app launch requires awareness. Taking advantage
             of the all the channels your consumers use to interact with
             your brand will be essential to building a strong user base.
             Make sure people know about your mobile experiences on
             every piece of branding you can.


                                                                                  Source: http://www.mungo.com/




Tuesday, July 5, 2011
Intro to Mobile Applications



               Remaining Relevant:

               Smartphone users move through apps like candy. What’s
               shiny and attractive this moment can easily be discarded the
               next. By regularly delivering fresh, unique content or
               providing essential utility within your app, you can ensure
               that is has a longer shelf life and keeps your brand top of
               mind for the time the user engages with it.




                                                                              Aim to be an app that’s not in a folder and is constantly at
                                                                                               your user’s fingertips.




Tuesday, July 5, 2011
Thank You!

                        The mobile app landscape is a pretty fascinating
                        place with incredible possibility. Hopefully this
                        presentation has done a little to inform your
                        perspective on the world of mobile apps.




Tuesday, July 5, 2011

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Every Company Needs a Mobile Strategy

  • 1. An Intro to Mobile Apps Exploring the Principles Behind Developing Branded Apps Tuesday, July 5, 2011
  • 2. Intro to Mobile Applications New Possibilities, New Constraints: With more internet enabled mobile phones around the world than desktops and the increasing popularity of smart phones, mobile has become one of the most important and powerful media in which brands can engage consumers. With enormous potential, these devices open up a whole new realm of possibilities not present in other forms of digital. However, with new possibilities also come new constraints. This presentation aims to shed light on how to design branded apps that target the strengths of the mobile platform Tuesday, July 5, 2011
  • 3. Intro to Mobile Applications New Possibilities: Mobile is different by the very fact that it is… mobile. It is smaller, lighter, location aware, always on, and always in reach. Staying with us wherever we go and containing all sorts of personal data, it is the most personal device we own. With high-tech gadgets like a camera, accelerometer, and GPS, there are all sorts of new possibilities that didn’t exist on the desktop. Tuesday, July 5, 2011
  • 4. Intro to Mobile Applications New constraints It’s not all peaches and cream in the mobile world. In fact, mobile can be one of the most difficult media to design for. With an ever expanding list of screen sizes, multiple operating systems -- with more than 250 variations of the Android system alone -- tablet devices, and all matter of ‘connected devices’ entering the mobile arena, supporting multiple platforms can be extremely difficult. Pair these technical issues with the personal nature of the device and the unique way in which people interact with their mobiles, and we have a whole new list of challenges that didn’t exist in digital. The mobile ecosystem is a busy place with a lot of players, high fragmentation, and it’s getting more complex by the day. Source: http://www.54ad.com.tw/seoblog/mobile-internets-ecosystem/ Tuesday, July 5, 2011
  • 5. Intro to Mobile Applications It’s Not Just More of the Same: We Can’t simply apply what we know about other media. What has worked elsewhere won’t necessarily work here. Every time a new medium arrives it is treated like a ‘newer and shinier’ version of media that came before it. Take the internet of the 1990s; everyone had to have a website, and the most common solution was to post a site that merely served as a digital brochure. Today, in many instances, the ‘mobile web’ just means viewing desktop websites on a mobile phone. To make matters worse, there are hundreds of mobile apps that merely attempt to duplicate the desktop experience on a smaller screen. In order to create an enjoyable experience for those who download your app, you must design to the strengths of the medium. Don’t just duplicate your desktop experience. Make it relevant to the mobile medium. Source: Tapworthy, by Josh Clark. O’Reilly Press, 2010. Tuesday, July 5, 2011
  • 6. Intro to Mobile Applications Mobile App? Mobile Web? Mobile Web App? Despite the fact that this is a presentation on mobile applications, it is important to know the difference between a mobile application, mobile website, and a mobile web app and the functions they serve. Each of these platforms have their own sets of strengths, weaknesses and challenges. http://3clickmedia.com/mobile-apps-vs-mobile-websites/ Tuesday, July 5, 2011
  • 7. Intro to Mobile Applications Mobile App: An application designed to run on a specific mobile device, usually distributed through an app store/ marketplace. Downloading and installation of the app is required. When you might consider a native app: • When rich media, interactivity, or native hardware functionality are at the core of your mobile experience. • The ability to play/use the app anytime, anywhere, regardless of connection is important (not easy with apps that access large volumes of data on servers). Tuesday, July 5, 2011
  • 8. Intro to Mobile Applications Mobile Web App: A mobile web app is a highly interactive web-based program that provides an experience similar to a native app. When you might consider a web app: • When looking to reach users on multiple platforms with rich capabilities and access some basic native functionality of the phone. • When it won’t work: your project requires heavy use of native functionality i.e. accelerometer/gyroscope, cameras, heavy graphics processing • Internet connectivity is neccessary in most cases, despite CSS3/HTML5 caching. Good examples: Pieguy, Ever ytimezone.com, Amazon.com, Facebook.com, Showtime app. Amazon.com and Pie Guy Mobile Web Apps (mrgan.com/pieguy) Tuesday, July 5, 2011
  • 9. Intro to Mobile Applications Mobile Website: A mobile-optimized web site designed around the principles of mobile, catering to the needs of users who are on the go, with specific intent. These are not normally full re-creations of the desktop website. When to consider a mobile web site: • You need to reach the broadest audience possible. • You do not need access to native hardware functionality. • You need a platform that is easy to support and maintain. automobiles.honda.com/mobile For more great mobile websites visit www.mobileawesomeness.com Tuesday, July 5, 2011
  • 10. Intro to Mobile Applications What platform? With the entry of new players in the smartphone and smart device market, the iphone no longer stands alone as the mobile supercomputer capable putting your brand in the pockets of consumers. Deciding what platforms you’ll be developing for from the start can save enormous headache in the development and distribution phases, and can dictate the direction of the app (tablet and phone experiences and user habits vary widely!). This is a complex topic and in-depth exploration will be saved for another presentation. Tuesday, July 5, 2011
  • 11. Intro to Mobile Applications There’s an app for that - but should there be? In all the excitement of the app gold rush many brands and developers are churning out apps just because it’s the hot thing to do. The result is poorly designed apps, which can negatively effect a consumer’s perception of the brand. Remember the wildly popular series of books from the early 2000’s Websites That Suck? Nearly every smartphone owner has had enough encounters with bad apps to write their own continuation of the series. Let’s not contribute to the problem. Pin Mailer marks your location with a pin using GPS and allows you send it to friends. All of this can be done with is native functions of iOS. Tuesday, July 5, 2011
  • 12. Intro to Mobile Applications Branded Apps Branded apps generally fall into two categories: Utility or Entertainment. Utility apps help your consumers get something done in a way that couldn’t be done without the app. Great examples of utility apps are Kraft iFood assistant, Target’s Grocery Lists, or the Chase Mobile app. Tuesday, July 5, 2011
  • 13. Intro to Mobile Applications Branded Apps Entertainment: By far the most dominant category of any app store, and a favorite mode of engagement for many brands. Entertainment apps provide value by providing a fun way to pass the time while keeping the brand top of mind. Good examples of entertainment apps include Audi’s A4 Drive Challenge, Zippo’s Virtual Lighter, the Inception App, and Barclaycard’s Waterslide Extreme. Audi A4 Driving Challenge Tuesday, July 5, 2011
  • 14. Intro to Mobile Applications Three Main User States: There are three primary states of mind of the mobile user: I’m bored, I’m Local, and I’m Microtasking. Understanding each of these different states is crucial to developing a mobile experience that is appealing to consumers. Tuesday, July 5, 2011
  • 15. Intro to Mobile Applications Three Main User States: I’m bored: standing in line at the grocery store, sitting on a bus, waiting for a doctors appointment are just a few of the myriad of examples of short periods of time smartphones users turn to their phones to fill. These devices are great ways to escape for small, bite-sized bits of interaction, whether it’s a game, the latest news, or even a book. Bored with the Oscars John Stewart pulls out an iPhone. Not exactly a typical scenario, but I think you get our point. Tuesday, July 5, 2011
  • 16. Intro to Mobile Applications Three Main User States: I’m Local: smartphone users are able to use their phones to see what is happening around them. Use the maps application to find local shops or a gas station. Check in to Foursquare and see where your friends are. Fire up Yelp to read a review of the new restaurant that opened up next door. These devices help shape the way we navigate the world around us. Find a quality burrito close by on Yelp Or see who else has checked in at your location on Foursquare Tuesday, July 5, 2011
  • 17. Intro to Mobile Applications Three Main User States: I’m Microtasking: Smartphones aren’t purely about fun and games. They’re also incredible productivity tools. Built more for bite-sized interactions, they aren’t practical for long bouts of spreadsheet acrobatics. Information is collected in short but intense bursts of activity and often left for later to be sorted through. Jotting down short notes, downloading a webpage for later browsing, piecing together a grocery list throughout the day, are all representative of tasks smartphone users find convenient to do on their devices. Keep track of you notes with virtual post-its with the Stickies app by 3M Tuesday, July 5, 2011
  • 18. Intro to Mobile Applications 5 W’s of App Design: Just like any good story, every app has to have a solid statement for Who, What, When, Where, and Why. Who: Who is the audience for you application? What: What will they be able to accomplish by using your app? When/Where: Describe the context the app will be used in. Why: The motivations and goals of those using your app. Tuesday, July 5, 2011
  • 19. Intro to Mobile Applications Who: Who is the audience for you application? The further you can drill down to a specific niche, the more focused your application will be. Are you designing for mothers of newborns in urban areas? How about birdwatchers? Or possibly 18-35 sportbike racers? Just like any effective advertising campaign, it pays to have a specific WHO in mind for your app. Tuesday, July 5, 2011
  • 20. Intro to Mobile Applications What: What will they be able to accomplish by using your app? Will they be able to customize a particular product and share it with their friends on Facebook? Or will that pass the time while speeding down a massive waterslide, recalling images of your brilliant TV commercial? Tuesday, July 5, 2011
  • 21. Intro to Mobile Applications When/Where: Describe the context the app will be used within. Will they be using your app to navigate the aisles of your grocery store? Or will they be using your branded app to help them decide which artist to see next at the biggest music event of the summer? Tuesday, July 5, 2011
  • 22. Intro to Mobile Applications Why: Perhaps the most important question of them all, Why describes the motivations and goals of those using your app. It needs to address not only why they will use your app, but why using it on a mobile device makes sense. Tuesday, July 5, 2011
  • 23. Intro to Mobile Applications A Customer-based Why: It may sound obvious that your app has to solve a pain point, but too often designers start with the wrong WHY – why is it important to me the designer. Apps must start with a consumer-based why if they are to be of any use to anyone other than the designer. Because no presentation is complete without a cheesy stock image. Tuesday, July 5, 2011
  • 24. Intro to Mobile Applications Understanding the Ecosystem on a Smartphone: It’s important to understand that each app does not exist in isolation. The ecosystem of the smartphone is busy and cluttered, constantly ringing, syncing email, pushing updates. Neighboring apps will interrupt each other with push alerts and interfere with app experience, but they can also communicate and pass data amongst each other, enhancing the experience of all parties involved. Understanding the overall ecosystem can help you design for these factors, and increase the chance that your app will find a long-lasting spot on the home page. Tuesday, July 5, 2011
  • 25. Intro to Mobile Applications Design for Mom and Grandma: Most smartphone owners have had years of practice navigating the digital and mobile landscape. We understand the basic architecture of mobile applications because we have seen similar concepts at work in other programs and on other media. The large, and growing segment of late adopters don’t have this frame of reference to inform how they interact with smartphone. You may not see them as the main audience for you app, but it would be foolish to ignore them. One study by the university of Dundee in Scotland found the fastest growing market of web services to be for senior citizens over the age of 70 -- they’re online, they’re using smartphones, and they want to use your app. If you want to see how this group interacts with mobile technology first hand, visit the personal setup table of any Apple store and watch as they’re introduced to an iOS device for the first time. The insights you gather will invaluable during while designing your app. Source: http://www.flickr.com/photos/tophermoon/4932280833/ Tuesday, July 5, 2011
  • 26. Intro to Mobile Applications What Mom Wants: Designing for mom doesn’t necessarily mean dumbing down your application. In fact, that’s exactly what users don’t want. What they do want is simple and easy... and simple and easy is hard. This often requires constant iteration and testing of user-interface and content adaptation. ‘Umbrella Today?’ takes simplicity to the nth degree. A simple Yes or No tells you if you should carry one with you for the day. Dumb? No. Simple? Very. Tuesday, July 5, 2011
  • 27. Intro to Mobile Applications Never start with Constraints: It’s hard not to define your app strategy by the constraints of the medium, after all there are plenty of them: dozens of screen sizes, OS fragmentation, mobile carriers, and many other factors come in to play. However, designing your app based on what can’t be done versus what can is playing not to lose instead of playing to win. When was the last time you described an app as delightfully conservative, and mind- blowingly awesome? Those two statements just don’t play well together. Tuesday, July 5, 2011
  • 28. Intro to Mobile Applications If You Build It Will They Come? So you’ve built your app, now what? Simply dumping it on the app store or android market or blackberry app world won’t ensure your app receives millions of downloads. A successful app launch requires awareness. Taking advantage of the all the channels your consumers use to interact with your brand will be essential to building a strong user base. Make sure people know about your mobile experiences on every piece of branding you can. Source: http://www.mungo.com/ Tuesday, July 5, 2011
  • 29. Intro to Mobile Applications Remaining Relevant: Smartphone users move through apps like candy. What’s shiny and attractive this moment can easily be discarded the next. By regularly delivering fresh, unique content or providing essential utility within your app, you can ensure that is has a longer shelf life and keeps your brand top of mind for the time the user engages with it. Aim to be an app that’s not in a folder and is constantly at your user’s fingertips. Tuesday, July 5, 2011
  • 30. Thank You! The mobile app landscape is a pretty fascinating place with incredible possibility. Hopefully this presentation has done a little to inform your perspective on the world of mobile apps. Tuesday, July 5, 2011