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Mobile App

  1. 1. MOBILE APPS BY STEPHEN AKINTAYO
  2. 2. MY CLIENTS IN THE PAST INCLUDES
  3. 3. What is a Mobile App? A mobile app is a computer program designed to run on a mobile device such as a smartphone or tablet computer. Mobile apps often stand in contrast to desktop applications that run on desktop computers, and with web applications which run in mobile web browsers rather than directly on the mobile device. The term "app" is a shortening of the term "software application". It has become very popular, and in 2010 was listed as "Word of the Year" by the American Dialect Society In 2009, technology columnist David Pogue said that newer smartphones could be nicknamed "app phones" to distinguish them from earlier less-sophisticated smartphones.
  4. 4. MICHEAL AGENE - $5,000 (#2.5m) IN TWO WEEKS FROM SELLING MOBILE APPS ON FIVERR.COM
  5. 5. MOBILE APP DESIGN WITH DRAG & DROP  Our System makes it easy for a non- techy person to easily design a mobile app within minutes  With our drag & drop software, you create an app in 4 simple steps
  6. 6. Select the category of your app to get a template STEP 1
  7. 7. Choose a theme STEP 2
  8. 8. Select and edit the elements you need in your mobile app STEP 3
  9. 9. STEP 4 Publish to apple app store /google playstore
  10. 10. Apps that are not preinstalled are usually available through distribution platforms called app stores. They began appearing in 2008 and are typically operated by the owner of the mobile operating system, such as the Apple App Store, Google Play, Windows Phone Store, and BlackBerry App World. However, there are independent app stores, such as Cydia, GetJar and F-Droid. Some apps are free, while others must be bought. Usually, they are downloaded from the platform to a target device, but sometimes they can be downloaded to laptops or desktop computers. For apps with a price, generally a percentage, 20-30%, goes to the distribution provider (such as iTunes), and the rest goes to the producer of the app. The same app can therefore cost a different price depending on the mobile platform. Apps can also be installed manually, for example by running an Android application package on Android devices.
  11. 11. The official US Army iPhone app presents the service's technology news, updates and media in a single place
  12. 12. Usage of mobile apps has become increasingly prevalent across mobile phone users. A May 2012 comScore study reported that during the previous quarter, more mobile subscribers used apps than browsed the web on their devices: 51.1% vs. 49.8% respectively. Researchers found that usage of mobile apps strongly correlates with user context and depends on user's location and time of the day. Mobile apps are playing an ever-increasing role within healthcare and when designed and integrated correctly can yield many benefits.
  13. 13. DEVELOPMENT DEVELOPERS AT WORK Developing apps for mobile devices requires considering the constraints and features of these devices. Mobile devices run on battery and have less powerful processors than personal computers and also have more features such as location detection and cameras. Developers also have to consider a wide array of screen sizes, hardware specifications and configurations because of intense competition in mobile software and changes within each of the platforms (although these issues can be overcome with mobile device detection).
  14. 14. iOS, Android, and Microsoft are all trying to gobble up developers Looking at this, it is clear that Apple is winning the game in terms of total number of apps and money paid to developers. But lost in the shuffle is how much money developers can actually make on those platforms.
  15. 15. MEAGER DOLLARS PER DOWNLOAD Taking the data in front of us, we can get a sense of how many apps the average developer creates and what kind of revenue a developer can expect from those apps, on average (granted, power laws dictate that a small number of developers will do extremely well while the vast majority will fail, but we're trying to look at averages here). Based on this, the average developer on those platforms is pretty busy, developing 3 to 5 apps depending on the platform.
  16. 16. DISTRIBUTION The two biggest app stores are Google Play for Android and App Store for iOS. GOOGLE PLAY Google Play (formerly known as the Android Market) is an international online software store developed by Google for Android devices. It opened in October 2008. In July 2013, the number of apps downloaded via the Google Play Store surpassed 50 billion, of the over 1 million apps available. As of September 2016, according to Statista the number of apps available exceeded 2.4 million. The store generated a revenue of 6 billion U.S. dollars in 2015.
  17. 17. App Store Apple's App Store for iOS was not the first app distribution service, but it ignited the mobile revolution and was opened on July 10, 2008, and as of January 2011, reported over 10 billion downloads. The original AppStore was first demonstrated to Steve Jobs in 1993 by Jesse Tayler at NeXTWorld Expo[ As of June 6, 2011, there were 425,000 apps available, which had been downloaded by 200 million iOS users. During Apple's 2012 Worldwide Developers Conference, CEO Tim Cook announced that the App Store has 650,000 available apps to download as well as 30 billion apps downloaded from the app store until that date.
  18. 18. SUCCESS STORIES Tasnim Ahmed Went From Jobless to Making $100K With Apps I started my day job as an iOS Developer back in 2012. But I always wanted to have my own business and travel, so I kept my eye out for opportunities. My plan was to create funny games that people would enjoy, on the side, and see where that took me. I left my job in December 2012 to give apps a shot. Until that point, I only had a total of six months of iOS development experience at my job. At the end of 2014, my total income for the year was over $100,000.
  19. 19. HOW YOUR MOBILE APP CAN MAKE MORE MONEY If you launch your app using one of these monetization models, you have a greater chance at making more revenue than any other model. Here's what you need to know about each one:
  20. 20. 1. Freemium for apps and games. This isn't just the most popular monetization option for games and apps, but also the most revenue generating one, with in-app purchases raking in 76 percent of all revenue in the Apple App Store in the US and over 90 percent in the Asian markets, according to Distimo's report. A freemium app or game is offered free-of-charge to the user with limited features, content or virtual goods. Users can access a premium version or additional content and feature through in-app purchase. This route has also been used for subscribing for monthly content updates. The free app or game with an in-app purchase removes the price point as a barrier for people to download an app and gives the developer the opportunity to prove the value of their product.
  21. 21. 2. One-time paid apps. Users pay just once to download the app. Updates and feature additions are expected to be free. If you want to launch a paid app, it should be compelling enough for users to pay to download even without first sampling it. Also, there is no repeat revenue from your existing customers. For a continuous revenue stream, you have to look for new customers each time.
  22. 22. 3. Paid apps with added paid features. This is a hybrid monetization model that has gained traction fairly recently, but not with its fair share of criticism. Many feel it's unfair to pay to download an app and then pay again to avail more features. It's tricky for you to build on this, but done cleverly with a value proposition, it can certainly work, and has been, going by the numbers. An example of an app with this strategy is the flight tracker app in the top 100 apps, Flight Radar Pro.
  23. 23. 4. Free apps with advertising. While the above are all options that require the user to pay to use, one of the monetization models that Distimo has excluded from its research is a free app with advertising. Many apps use this model of monetization. Take for instance the Sleep Easily Meditations by Shazzie, that costs no money to download and runs non-intrusive advertisements for as long as the app is in use. This app receives over 330 downloads every day and it runs for over 20 minutes every time it is used.
  24. 24. STRATEGIES TO SUCCEED IN MOBILE APP BUSINESS  Flexible platforms enable scalable mobile application development. Once a company moves beyond building five to ten apps, it looks for software tools to scale its development efforts. Platforms provide modules to support critical management elements such as testing, app version control, application catalogs, performance analytics, security and lifecycle management. Unlike the rigid platforms of yesteryear, today’s mobile development platforms are modular, offer standards- based interfaces and work with multiple front-end design methods.
  25. 25.  Data should be secured across devices, networks and clouds. Mobile and cloud computing have changed how data is accessed and where it lives. In a mobile world, the concept of a data perimeter where data can be secured has vanished. Data must flow seamlessly and securely between a corporation’s data center, the cloud and mobile devices. With over 67 percent of companies supporting BYOD, companies must be able to separate and control business data across personal and corporate-owned devices.
  26. 26.  Mobile applications move from pretty to transactional. Applications need must connect to data from numerous back end systems. An application is useless if it can’t access the data a person needs. IT should create mobile optimized access to a variety of enterprise systems such as SAP , Oracle ORCL +0.09%, legacy databases and custom applications. Companies can look to mobile platforms for middleware services to securely connect this data into applications and cloud services.
  27. 27.  Mobile apps become a collection of data that represents an entire workflow. In the PC world, a person used multiple apps to complete a workflow such as ordering supplies. In the mobile world, data must be collected from multiple systems and presented in a format where a person can take action. This action could be as simple as an approval or as complex as finding and purchasing a product. To do this, companies will use enterprise integration and sync software (mobile middleware) to link data from systems such as enterprise resource planning, databases and financial systems into mobile applications
  28. 28.  The focus shifts from app downloads to continuous improvement and engagement. The first step in mobility requires designing an application and achieving downloads, but an app isn’t successful unless it drives engagement. IT must work with the end customers at the design phase to understand what tasks and features are most beneficial. App developers must build analytics into the app that will help the company understand the mobile app user experience across the entire application lifecycle. For example, IT should test software to improve performance and use analytics tools to measure adoption and engagement. Analytics and testing at both the design phase and initial deployment phase will help companies identify data related problems and usability issues before they result in poor reviews and impact a company's reputation.
  29. 29.  IT leverages the cloud for rich functionality and scale. In the past, IT had to purchase and deploy all of the technology to maintain mobile devices and to deliver applications. Today, a company can use cloud solutions for application testing, mobile application development platforms, and enterprise app integration. The latest enterprise mobile management solutions allow a company to secure, deploy and update applications for its employees. IT also has access to highly available infrastructure and distributed data stores to scale the collection and processing of mobile and IoT data. These modular platforms allow IT to purchase exactly what is needed and scale deployments as needed. Mobility has the opportunity to transform our businesses, but only if a company evolves to mobile business processes.
  30. 30. BOOKS FOR MOBILE APP ENTREPRENEUR The Lean Startup by Eric Ries and Hooked: How To Build Habit-Forming Products by Nir Eyal with Ryan Hoover. Likeable Social Media by Dave Kerpen, The Impact Equation by Chris Brogan and Julien Smith and Jab, Jab, Jab, Right Hook by Gary Vaynerchuk are five fantastic books to help you get your word out at the least cost.
  31. 31. WEBSITE : www.stephenakintayo.com EMAIL : info@stephenakintayo.com MOBILE : 08188111999 Facebook: @stephenakintayotv Twitter: @stephenakintayo Instagram: @stephenakintayo Linkedin: Stephen Akintayo Youtube: Stephenakintayotv

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