This document provides an overview of mobile computing and internet trends from 2011. It discusses the rise of smartphones and mobile internet access. Some key points include:
- Smartphone ownership tripled from 2009 to 2011, with nearly half of 18-34 year olds owning smartphones.
- The top smartphone platforms were Google, Apple, RIM, and Microsoft. Google saw the largest growth over the period.
- Tablets like the iPad were gaining popularity, especially among 25-34 year old age groups.
- Many users expressed strong passion for their iPhone or iPad platforms.
2. Managing App Development
Managing Innovation with Project Management
Richard Harrington - RHED Pixel | www.RHEDPixel.com | www.RichardHarringtonBlog.com
twitter.com/ facebook.com/ youtube.com/
rhedpixel RichHarringtonStuff rhedpixeltv
Wednesday, June 8, 2011
3. In 1983, the first commercial
wireless call was placed with
a Motorola DynaTac.
The phone cost $3,995,
weighed over 2.5 pounds,
and was 10 inches tall
(without the antenna).
Wednesday, June 8, 2011
6. Goals of Session
Learn how to identify your distribution options and register as a
developer.
You'll also learn how to target your audience and refine the functional
goals of your application.
Learn how to assemble your development team and efficiently develop
graphic and video assets.
Wednesday, June 8, 2011
7. Goals of Session
Discover multiple methods for authoring applications including software
as a service, authoring tools, and programming.
Learn how to test your apps then submit them to marketplaces for
distribution or use ad hoc methods for small groups.
You'll also learn practical approaches for marketing your application to
your target audience.
Wednesday, June 8, 2011
8. Richard Harrington
RHED Pixel (www.RHEDpixel.com)
Adobe Certified Expert & Trainer
Apple Certified Trainer
Project Management Professional
Teach courses on digital media production and
web content
Personal blog – www.RichardHarringtonBlog.com
Social media – rhedpixel
Wednesday, June 8, 2011
12. What is RHED Pixel?
Company founded in 1999
70% Full Service Clients
30% Support to Other Professionals
Winner of a Ciné Award
Offers variety of video, interactive, and multimedia services
Recognized authority for video and multimedia industries
Wednesday, June 8, 2011
13. Services Offered
Preproduction Planning
Field Production
Nonlinear Editing
Motion Graphics
Photo Restoration & Motion Control
DVD & Blu-ray Authoring
Podcast Distribution/Consultation
Application and E-learning Development
Wednesday, June 8, 2011
14. The Internet in America
Just what’s going on online?
Wednesday, June 8, 2011
15. Internet Access is Everywhere
% With Internet Access From Any Location (12+)
100
75
50
25
0
1999 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
16. Internet Access is Everywhere
% With Internet Access From Any Location (12+)
100
88
83 85 84
81 81 82
75
75
72
62
50 55
50
25
0
1999 2001 2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
17. High-Speed Access at Home
% Who Have Broadband/Dial-Up Internet Access at Home
100
75
50
25
0
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
Dial-Up Broadband http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
18. High-Speed Access at Home
% Who Have Broadband/Dial-Up Internet Access at Home
100
84 86
82
75 78 76
68 69
60 58
50
48 48
37 38
25 28 28
21 20
15 13
8
0
2002 2003 2004 2005 2006 2007 2008 2009 2010 2011
Dial-Up Broadband http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
19. 2001 Digital Platform Landscape
% of Americans Aged 12 and Older Who Use/Own Platform/Devices
Television
AM/FM Radio
Cell Phone
Broadband Internet
Online Radio
Online Video
Facebook
YouTube
Digital Video Recorder
Video on Demand
iPod
Smartphone
Audio Podcasts
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
20. 2001 Digital Platform Landscape
% of Americans Aged 12 and Older Who Use/Own Platform/Devices
Television 98
AM/FM Radio 96
Cell Phone 54
Broadband Internet 20
Online Radio 28
Online Video 23
Facebook 0
YouTube 0
Digital Video Recorder 0
Video on Demand 20
iPod 0
Smartphone 0
Audio Podcasts 0
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
21. 2011 Digital Platform Landscape
% of Americans Aged 12 and Older Who Use/Own Platform/Devices
Television 98
AM/FM Radio 93
Cell Phone 84
Broadband Internet 70
Online Radio 56
Online Video 54
Facebook 51
YouTube 49
Digital Video Recorder 36
Video on Demand 35
iPod 31
Smartphone 31
Audio Podcasts 25
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
22. 2011 Digital Platform Landscape
% of Americans Aged 12 and Older Who Use/Own Platform/Devices
Pandora 24
MP3 Player 23
Video Podcasts 22
Hulu 20
MySpace 17
Android OS 13
Satelite Radio 12
Blackberry OS 11
iPhone 9
LinkedIn 9
Twitter 8
iPad 4
Location Services 4
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
23. The Global Internet
Just what’s going on around the globe?
Wednesday, June 8, 2011
24. Top 10 Countries by Number of Internet Users
Rank Country Internet Users Population %
1 China 420,000,000 31.8%
2 United States 234,372,000 76.3%
3 Japan 95,979,000 75.5%
4 India 81,000,000 7.0%
5 Brazil 72,027,700 36.2%
6 Germany 61,973,100 75.3%
7 United Kingdom 46,683,900 76.4%
8 Russia 45,250,000 32.3%
9 France 43,100,134 69.3%
10 South Korea 37,475,800 77.3%
Wednesday, June 8, 2011
25. Top 10 Countries by Percentage of Internet Users
Rank Country Internet Users Population %
1 Iceland 285,700 93.2%
2 Norway 4,235,800 90.9%
3 Greenland 52,000 90.3%
4 Sweden 8,085,500 89.2%
5 Netherlands 14,304,600 85.6%
6 Denmark 4,629,600 84.2%
7 Finland 4,382,700 83.5%
8 New Zealand 3,500,000 83.1%
9 Australia 17,033,826 80.1%
10 Luxembourg 387,000 78.7%
Wednesday, June 8, 2011
27. The Rise of Mobile Computing
The Internet is in the Pocket
Wednesday, June 8, 2011
28. Smartphone Ownership Tripled Since 2009
% Who Have a Smartphone (12+)
100%
75%
50%
25%
0%
2009 2010 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
29. Smartphone Ownership Tripled Since 2009
% Who Have a Smartphone (12+)
100%
75%
50%
31
25%
14
10
0%
2009 2010 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
30. Nearly Half of 18-34s Have Smartphones
% by Age Group Who Own a Smartphone
100%
75%
50%
25%
0%
12–17 18–24 25–34 35–44 45–54 55–64 65+
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
31. Nearly Half of 18-34s Have Smartphones
% by Age Group Who Own a Smartphone
100%
75%
50
50% 45
39
33
24
25% 19
6
0%
12–17 18–24 25–34 35–44 45–54 55–64 65+
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
32. Top Smartphone Platforms
3 Month Avg. Ending Apr. 2011 vs. 3 Month Avg. Ending Jan. 2011 (Subscribers Ages 13+)
Share (%) of Smartphone Subscribers
Jan-11 Apr-11 Point Change
Total Smartphone
100.0% 100.0% N/A
Subscribers
Google 31.2% 36.4% 5.2
Apple 24.7% 26% 1.3
RIM 30.4% 25.7% -4.7
Microsoft 8% 6.7% -1.3
Palm 3.2% 2.6% -0.6
Source: comScore MobiLens
Wednesday, June 8, 2011
33. Apple iOS vs. Android OS Across Media Devices
3 Month Avg. Ending February 2011 (Subscribers Ages 13+)
Total Installed Base (000) Share (%) of Mobile Subscribers
Total Subscribers 234,000 100%
Apple iOS 37,868 16.2%
Android OS 23,763 10.2%
Source: comScore MobiLens
Wednesday, June 8, 2011
34. Own an iOS or Other Portable MP3 Player
Total Population (12+)
100
75
50
25
0
2005 2006 2007 2008 2009 2010 2011
iPod Only Multipl iOS Non iPod http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
35. Own an iOS or Other Portable MP3 Player
Total Population (12+)
100
75
50
13
14 14
12 10
25 12 9 9
8
11 5 27
8 3 17 20 21
2 13
4 8
0
2005 2006 2007 2008 2009 2010 2011
iPod Only Multipl iOS Non iPod http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
36. Age Demographic Profile for Apple iPad Owners
3 Month Avg. Ending February 2011 (Subscribers Ages 13+)
Total Mobile Smartphone iPad
Total Subscribers 100% 100% 100%
Age 13-17 7.1% 6.3% 7.6%
Age 18-24 12.5% 16.9% 15.2%
Age 25-34 17.6% 27.4% 27.0%
Age 35-44 16.8% 22.1% 20.3%
Age 45-54 17.8% 15.3% 16.4%
Age 55-64 14.1% 7.4% 7.3%
Age 65+ 14.0% 4.6% 6.2%
Source: comScore MobiLens
Wednesday, June 8, 2011
37. Passion for a Platform
% Who “Love” Platform/Device
iPhone
iPad
Android Phone
iPod
Blackberry
Cell Phone
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
38. Passion for a Platform
% Who “Love” Platform/Device
iPhone 66
iPad 53
Android Phone 49
iPod 46
Blackberry 36
Cell Phone 32
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
39. The Internet is Essential
How Users View the Mobile Computing Experience
Wednesday, June 8, 2011
40. Smartphone Owners Use Features
% Who (Item) on a (Cell Phone/Smartphone) Several Times per Day or More
Smartphone Cell Phone
Calls
Text Messages
Internet
Social Networking
Music
Games
Video
Purchase Apps
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
41. Smartphone Owners Use Features
% Who (Item) on a (Cell Phone/Smartphone) Several Times per Day or More
Smartphone Cell Phone
87
Calls
70
76
Text Messages
53
40
Internet
18
27
Social Networking
12
19
Music
9
14
Games
6
8
Video
1
3
Purchase Apps
2
0 25 50 75 100
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
42. Mobile Content Usage
3 Month Avg. Ending Apr. 2011 vs. 3 Month Avg. Ending Jan. 2011 (Subscribers Ages 13+)
Share (%) of Smartphone Subscribers
Jan-11 Apr-11 Point Change
Total Mobile Subscribers 100.0% 100.0% N/A
Sent text message to
68.1% 68.8% 0.7
another phone
Used browser 37% 39.1% 2.1
Used downloaded apps 35.4% 37.8% 2.4
Accessed social
25.3% 28% 2.7
networking site or blog
Played Games 23.7% 26.2% 2.5
Listened to music on
16.5% 18% 1.5
mobile phone
Source: comScore MobiLens
Wednesday, June 8, 2011
43. Internet is Most Essential Delivery Vehicle
% Saying the Internet Is the Most Essential Medium to Their Lives
100%
75%
50%
25%
0%
2002 2007 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
44. Internet is Most Essential Delivery Vehicle
% Saying the Internet Is the Most Essential Medium to Their Lives
100%
75%
50% 45
33
25% 20
0%
2002 2007 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
45. Internet is Most Essential Delivery Vehicle
% Saying the Internet Is the Most Essential Medium to Their Lives
100%
75%
50%
25%
0%
12–34 35+
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
46. Internet is Most Essential Delivery Vehicle
% Saying the Internet Is the Most Essential Medium to Their Lives
100%
75%
62
50%
34
25%
0%
12–34 35+
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
48. Online Video Watching
% Who Have Watched Online Video in Last Week
100%
75%
50%
25%
0%
2006 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
49. Online Video Watching
% Who Have Watched Online Video in Last Week
100%
75%
50%
38
25%
12
0%
2006 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
51. YouTube Video Watching
% Who Have Watched Internet Video Programming From YouTube
50%
38%
25%
13%
0%
Last Month Last Week
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
52. YouTube Video Watching
% Who Have Watched Internet Video Programming From YouTube
50%
41
38
38%
34
31
28
25% 23
21
14
13%
12
7
0%
Last Month Last Week
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
54. Give Up TV Before Smartphones
TV or Smartphone – Which would you be more willing to eliminate?
Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
55. Give Up TV Before Smartphones
TV or Smartphone – Which would you be more willing to eliminate?
Eliminate iPhone or TV
58%
Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
56. Give Up TV Before Smartphones
TV or Smartphone – Which would you be more willing to eliminate?
Eliminate iPhone or TV
36%
58%
Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
57. Give Up TV Before Smartphones
TV or Smartphone – Which would you be more willing to eliminate?
Eliminate iPhone or TV
6%
36%
58%
Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
58. Give Up TV Before Smartphones
TV or Smartphone – Which would you be more willing to eliminate?
Eliminate iPhone or TV Eliminate Smartphone or TV
6%
36%
58% 58%
Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
59. Give Up TV Before Smartphones
TV or Smartphone – Which would you be more willing to eliminate?
Eliminate iPhone or TV Eliminate Smartphone or TV
6%
40%
36%
58% 58%
Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
60. Give Up TV Before Smartphones
TV or Smartphone – Which would you be more willing to eliminate?
Eliminate iPhone or TV Eliminate Smartphone or TV
6% 2%
40%
36%
58% 58%
Eliminate TV Eliminate iPhone Don’t Know Eliminate TV Eliminate Smartphone Don’t Know
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
62. Have a Profile on a Social Networking Site
% Who Currently Have a Personal Profile Page on Facebook, MySpace,
LinkedIn or Any Other Social Networking Web Site
100%
75%
50%
25%
0%
12–17 18-24 25-34 35-44 45-54 55-64 65+
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
63. Have a Profile on a Social Networking Site
% Who Currently Have a Personal Profile Page on Facebook, MySpace,
LinkedIn or Any Other Social Networking Web Site
100%
80
76
75%
68
63
50% 45
31
25%
15
0%
12–17 18-24 25-34 35-44 45-54 55-64 65+
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
64. Social Networking on Mobile Phones
% Who Access Social Networking Sites or Services Using a Cell Phone
100%
75%
50%
25%
0%
2010 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
65. Social Networking on Mobile Phones
% Who Access Social Networking Sites or Services Using a Cell Phone
100%
75%
50%
43
32
25%
0%
2010 2011
http://www.edisonresearch.com/Infinite_Dial_2011.pdf
Wednesday, June 8, 2011
66. Distribution Options
How to Identify your Distribution Options
Wednesday, June 8, 2011
67. Mobile Application Marketplaces
Apple App Store
Android Marketplace
Amazon Appstore for Android
BlackBerry App World
Windows Marketplace for Mobile
Wednesday, June 8, 2011
68. Apple App Store
available through iTunes
Wednesday, June 8, 2011
69. Developing for iOS
Sign up at http://developer.apple.com/devcenter/ios/index.action
Gain access to Dev Center
Cost is $99 or $299 per year (with free option as well – limited)
Access to SDK as well as testing tools
Online library with training resources
Wednesday, June 8, 2011
71. Developing for Android
Details at http://developer.android.com/sdk/index.html
Free program to join
Access to SDK as well as testing tools
Online library with training resources
View sample code
Wednesday, June 8, 2011
72. Amazon Appstore for Android
http://www.amazon.com/mobile-apps/b?
ie=UTF8&node=2350149011
Wednesday, June 8, 2011
73. Selling apps through Amazon
Sign up at https://developer.amazon.com/welcome.html
Cost is $99 per year (current offer of free)
Currently available for customers in the United States only
Online library with training resources
Amazon Appstore Distribution Agreement is non-exclusive
Wednesday, June 8, 2011
74. BlackBerry App World
http://appworld.blackberry.com/webstore/
Wednesday, June 8, 2011
75. Developing for Blackberry
Sign up at http://us.blackberry.com/developers/
Must pass an exam
Gain access to Dev Center
Cost varies (includes points system for maintaining relationship)
Access to SDK as well as testing tools
Online library with training resources and video
Wednesday, June 8, 2011
77. Developing for Windows Phone
Sign up at http://create.msdn.com/en-US/
Gain access to App Hub
Cost is $99 per year
Access to developer tools
Online library with training resources
Wednesday, June 8, 2011
78. A Snapshot of the iOS App Store
Understanding the Big Picture
Wednesday, June 8, 2011
79. Count of Active Applications in the App Store
Total Active Apps (currently available for download): 398,845
Total Inactive Apps (no longer available for download): 106,058
Total Apps Seen in US App Store: 504,903
Number of Active Publishers in the US App Store: 87,147
http://148apps.biz/app-store-metrics/
Wednesday, June 8, 2011
80. Count of Submissions to the App Store
This Month (Games): 2,720 (91/day)
This Month (Non-Games): 16,566 (552/day)
This Month (Total): 19,286 (643/day)
http://148apps.biz/app-store-metrics/
Wednesday, June 8, 2011
81. Popular Categories in the App Store
1. Games (59602 active)
2. Books (54888 active)
3. Entertainment (43123 active)
4. Education (34965 active)
5. Lifestyle (30107 active)
http://148apps.biz/app-store-metrics/
Wednesday, June 8, 2011
82. App Store Approval Process
95% of apps are approved within 14 days of submission
Apple has 40 full-time reviewers who study new apps
20% are rejected , but sent back for tweaks and changes
There is an App Store executive review board
Determines procedures
Sets policy for the review process
Reviews applications that are escalated to the board because of new or complex issues
http://techcrunch.com/2009/08/21/apples-response-to-the-fcc-we-
didnt-reject-the-google-voice-app-were-still-looking-at-it/
Wednesday, June 8, 2011
99. CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
100. STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
101. DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
102. DESIGN
DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
103. PROTOTYPE
DESIGN
DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
104. DEVELOP
PROTOTYPE
DESIGN
DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
105. TEST
DEVELOP
PROTOTYPE
DESIGN
DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
106. OPTIMIZE
TEST
DEVELOP
PROTOTYPE
DESIGN
DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
107. PORT
OPTIMIZE
TEST
DEVELOP
PROTOTYPE
DESIGN
DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
108. Exploring Context
Who are the users? Where are the users?
What do you know about them? Are they in a public space or a private space?
What type of behavior can you predict? Why will they use your app?
What is happening? What value will they gain?
How will users best absorb the content? How are they using their mobile device?
When will they interact? Is it held in their hand or in their pocket?
Are they at home with large amounts of time? How are they holding it?
Are they at work with shorter periods? Portrait or landscape?
Wednesday, June 8, 2011
110. Features Meaning
GPS Location-Aware
Wednesday, June 8, 2011
111. Features Meaning
GPS Location-Aware
Intimate and
Touch
Interactive
Wednesday, June 8, 2011
112. Features Meaning
GPS Location-Aware
Intimate and
Touch
Interactive
Physical
Sensors (A/V)
Intelligence
Wednesday, June 8, 2011
113. Features Meaning
GPS Location-Aware
Intimate and
Touch
Interactive
Physical
Sensors (A/V)
Intelligence
Personal and
Contacts
Social
Wednesday, June 8, 2011
114. Features Meaning
GPS Location-Aware
Intimate and
Touch
Interactive
Physical
Sensors (A/V)
Intelligence
Personal and
Contacts
Social
Relevant at Point of
Portability
Consideration
Wednesday, June 8, 2011
115. Medium Matrix
Device User Offline Device Initial Long Term
Support Complexity Experience Language Support Features Cost Cost
Mobile
All Simple Limited HTML No None Low Low
Websites
Mobile HTML,
Web Some Medium Great CSS, Limited Limited Medium Low
Application JS
Native
All Complex Excellent Various Yes Yes High Medium
Application
Wednesday, June 8, 2011
116. Neurolinguistic Programming
Understand the relationship between behavior and experiences
Wednesday, June 8, 2011
117. Learning Type:
Auditory
20% of all people connect with others verbally
This is all they need to feel connected and
productive with others
Are easily distracted by noise
Like music more than art
Have problems with projects that involve
visualization, such as cutting pieces that fit
together
www.mobiledesign.org & www.new-oceans.co.uk
Wednesday, June 8, 2011
118. Learning Type:
Visual
35% of all people
Seeing concepts illustrated as diagrams or
graphics is helpful for this learning type
Are appearance-oriented
Remember what was seen, rather than heard
Usually are not distracted by noise
Are strong, fast readers
www.mobiledesign.org & www.new-oceans.co.uk
Wednesday, June 8, 2011
119. Learning Type:
Kinesthetic
45% of all people
Incorporate muscle memory and hand-eye
movement to process and retain information
Learn by manipulating and doing
Like involved games
Gesture a lot
www.mobiledesign.org & www.new-oceans.co.uk
Wednesday, June 8, 2011
120. Application Context
Different Apps for Different Situations
Wednesday, June 8, 2011
121. Utility
A simple at-a-glance tool.
Wednesday, June 8, 2011
122. Locale
An application based on
the physical context
Wednesday, June 8, 2011
123. Informative
An application meant to
inform.
Wednesday, June 8, 2011
124. Productivity
Meant to increase our
available time.
Wednesday, June 8, 2011
125. Immersive
An application meant to
distract or entertain.
Wednesday, June 8, 2011
126. Context Matrix
User Experience Type Task Type Task Duration Combine with
Utility At-a-Glance Information Recall Very Short Immersive
Contextual
Locale Location-based Quick Immersive
Information
Informative Content-based Seek Information Quick Locale
Content
Productivity Task-based Long Utility
Management
Immersive Full Screen Entertainment Long Utility, Locale
Wednesday, June 8, 2011
127. When to Make a Native Application
When is building an app the right choice?
Wednesday, June 8, 2011
128. When to Make a Native Application?
Charging Money Accelerometers
Game Device Filesystem
Location-based Services Offline Access
Cameras
http://148apps.biz/app-store-metrics/
Wednesday, June 8, 2011
129. Hot Trends in App Development
Sensoring Image Recognition
Biometrics Augmented Reality
Transactions Mobile Connected Games
Lifestreaming Location-based Social Media
Recommendation Retail Proximity Consumption
http://148apps.biz/app-store-metrics/
Wednesday, June 8, 2011
139. Social Media Growth
Social media is a global phenomenon
Happening in all markets regardless of economic, social and cultural development
Asian markets are participation leaders, creating more content than any other region
57% have joined a Social Network, making it the number one platform for creating and sharing
content
55% of users have uploaded photos
22% of users have uploaded videos
Wednesday, June 8, 2011
140. Social Media Growth
Blogs are a mainstream media world-wide and a collective rival to traditional media
184m bloggers world-wide
China has the largest blogging community in the world with 42m bloggers
73% have read a blog, 45% have started a blog
Social media has strong impacts on reputation
34% post opinions about products and brands on their blog
36% think more positively about companies that have blogs
Wednesday, June 8, 2011
141. Social Media and Government Policy
GSA Recommendations
Use technologies in your life
Start where you can
Use examples to show it can be done
Develop & borrow interim policies. Keep flexible
Proceed
Wednesday, June 8, 2011
147. Average Prices in the iOS App Store
Current Average App Price: $2.26
Current Average Game Price: $1.04
Current Average Overall Price: $2.10
http://148apps.biz/app-store-metrics/
Wednesday, June 8, 2011
148. Popular Categories in the iOS App Store
1 - Games (59,602 active)
2 - Books (54,888 active)
3 - Entertainment (43,123 active)
4 - Education (34,965 active)
5 - Lifestyle (30,107 active)
http://148apps.biz/app-store-metrics/
Wednesday, June 8, 2011
149. Trends in Android Market
App numbers reached almost 295,000
Paid app share remained constant at 36%.
Amongst the major app platforms Android Market is still the one with the
highest share of free apps
Average selling price was $ 3.23 in April 2011
research2guidance and AndroidPIT
Wednesday, June 8, 2011
150. Trends in Android Market
Games was the fastest growing category (will become #1 in July 2011)
Top category is Entertainment
Growing faster than Apple’s App store
Android Market may overtake Apple’s App Store within 3-4 months
research2guidance and AndroidPIT
Wednesday, June 8, 2011
155. Triple Constraint
Scope:
What is the work that must be completed?
Schedule:
What are the time constraints for the project?
Budget:
What are the financial constraints of the
project?
Wednesday, June 8, 2011
156. Triple Constraint
Learning to balance these is essential to your
success.
There is a fourth force at work that holds all
three together, QUALITY.
Simply put, Good, Fast, Cheap… Pick Two!
Wednesday, June 8, 2011
160. The Process of Project Management
What are the Steps to Take?
Wednesday, June 8, 2011
161. The Process
Develop concept
Select the PM
Identify resources needed
Define goals
Create Work Breakdown Structure (WBS)
Match workers to work
Wednesday, June 8, 2011
162. The Process
Select team members
Estimate time
Create schedule
Finalize Budget
Build Project Plan
Execute Work
Wednesday, June 8, 2011
163. The Process
Coordinate efforts
Measure and evaluate progress
Take corrective action
Test product
Obtain sign off
Transfer project to client
Wednesday, June 8, 2011
164. The Process
Analyze the work and process
Archive resources
Have a debrief (client and/or internal)
Create internal report or notes
Wednesday, June 8, 2011
166. PORT
OPTIMIZE
TEST
DEVELOP
PROTOTYPE
DESIGN
DEVICES
STRATEGY
CONTEXT
NEED
INSPIRATION
Wednesday, June 8, 2011
167. Estimating Time and Money
The Two are Closely Related
Wednesday, June 8, 2011
168. Time Estimates
Historical Data
Time Logs Similar Projects
Past Budgets
Analysis
(1O+4M+1P)÷6
Used by Government
Wednesday, June 8, 2011
169. Peer Review
Number Checking
Forgotten Charges
Plausibility
“Second Opinion”
Wednesday, June 8, 2011
170. External Review
Peers in different market
Strategic partners
Subject matter experts
Wednesday, June 8, 2011
171. Work Breakdown Structure
Key to budgeting
Identify major tasks to be completed
Keep breaking the job down into smaller pieces until you can accurately budget it and
create time estimates
Get input from client and team
Wednesday, June 8, 2011
172. www.distractable.net/
tech/tools/printable-
work-breakdown-
structure-planner-pdf/
Wednesday, June 8, 2011
174. Identify RSS Feeds
RSS Feeds 10
Register Feeds with FeedBurner
Sketches
Photoshop Comps
UI Design 20
Button Design
Icon Design
Additional 15
Artwork Splash Screen Design
Mommycast Create Video Intro
App
Additional Compress Video Assets
15
Video Assets
Upload Video to Hosting Site
Test in Emulator
Programming 30 Test on Target Devices
& Testing
Assemble Project Team
Project Manage Project Team
10
Management Submit App for Approval
Wednesday, June 8, 2011
176. Scoping the Project
Will take 2–16 hours to complete
Document 2–10 pages
Will become the charter
Get all key players to attend
Quiet room/no distractions
Get sign off
Wednesday, June 8, 2011
178. Scoping Document
Project Name
Executive Summary
Background
Project Scope (High Level)
Key Roles
Signature Lines - Sign Off “Charter”
Wednesday, June 8, 2011
179. Success Factors
Right people at meeting
Commitment from company
Clear scope and objectives
Clear understanding of constraints
Buy in from employees
Wednesday, June 8, 2011
180. Knowledge is
Happiness
Clear definition of work to be performed
Clear expectation on acceptance criteria
Identification of deadlines to be achieved
Team established
Leadership identified
Wednesday, June 8, 2011
182. Managing Employees & Contractors
Keeping the Team Happy and Productive
Wednesday, June 8, 2011
183. Successful Team
Start Up
Agree on the Team Purpose
Identify the Project Stakeholders
Identify the Team Roles
Agree on the Ground Rules
Decide on Team Logistics
Wednesday, June 8, 2011
184. Managing
Contractors
Clear Expectations
Job rate vs. hourly rate
Reporting frequency
Supervision
Wednesday, June 8, 2011
214. Nadav Savio | Giant Ant Design | www.giantant.com
This work is licensed under the Creative Commons Attribution 2.5 License.
To view a copy of this license, visit www.creativecommons.org/licenses/by/2.5/
Wednesday, June 8, 2011
219. Nadav Savio | Giant Ant Design | www.giantant.com
This work is licensed under the Creative Commons Attribution 2.5 License.
To view a copy of this license, visit www.creativecommons.org/licenses/by/2.5/
Wednesday, June 8, 2011
235. INSPIRATION
Come up with the spark that inspires
www.mobiledesign.org
Wednesday, June 8, 2011
236. INSPIRATION
Come up with the spark that inspires
Examine problems others are having
Engage your target audience through blogging and social media
Get hands on with the tools and tasks
Go on walkabout
Wednesday, June 8, 2011
237. NEED
Identify a basic need for the desired user
www.mobiledesign.org
Wednesday, June 8, 2011
238. NEED
Identify a basic need for the desired user
The circumstances in which something becomes necessary
This leads to a course of action by the user
Discuss with support desk personnel
Look at inquiries from customers or constituents
Wednesday, June 8, 2011
239. CONTEXT
The circumstances where information adds value
www.mobiledesign.org
Wednesday, June 8, 2011
240. CONTEXT
The circumstances where information adds value
Circumstances that form a setting for an event, statement, or idea
Terms in which the setting can be fully understood and assessed
Context is how a user will derive value from something
The mode, medium, or environment in which we perform a task or the
circumstances of understanding
Wednesday, June 8, 2011
243. STRATEGY
How can the application add value
www.mobiledesign.org
Wednesday, June 8, 2011
244. STRATEGY
How can the application add value
What makes you different?
How do you want to be perceived?
What design approach will you undertake?
Wednesday, June 8, 2011
245. Getting Real:
The smarter, faster, easier way to
build a successful web application
By 37signals
http://gettingreal.37signals.com
Wednesday, June 8, 2011
246. STRATEGY
How can the application add value
Build software for yourself
Start out by solving your own problems
If you're having this problem, it's likely thousands of
others are having the same problem too
Solving problems leads to passion about a tool
Passion means you’ll truly use it and care about it
http://gettingreal.37signals.com
Wednesday, June 8, 2011
247. DEVICES
Choose the devices that best serves the target audience
www.mobiledesign.org
Wednesday, June 8, 2011
248. DEVICES
Choose the devices that best serves the target audience
Start with your primary target
Identify additional rollout options
Keep the listed as targeted as possible
Look for similarities
Wednesday, June 8, 2011
250. DESIGN
Create a user experience based around needs of the target
www.mobiledesign.org
Wednesday, June 8, 2011
251. DESIGN
Create a user experience based around needs of the target
www.buildingiphoneapps.com/p/designs-i-like.html
www.fromideatoapp.com
www.buildingiphoneapps.com/search/label/prototyping
Wednesday, June 8, 2011
252. HALF
Half, not half-assed means a better design
Build half a product, not a half-ass product
Avoid the “Everything but the kitchen sink” approach
You want to build half a product that kicks ass
Stick to what’s truly essential
Whatever you think it should be, cut it in half
Pare features until you’re left with the most essential
http://gettingreal.37signals.com
Wednesday, June 8, 2011
253. HOLD THE MAYO
Ask people what they don't want
Most software surveys are centered around what people want
“What feature do you think is missing?”
“What would make this product more useful for you?”
Why not ask people what they don't want?
“If you could remove one feature, what would it be?”
“What gets in your way the most?”
The biggest favor you can do for customers is to leave something out
http://gettingreal.37signals.com
Wednesday, June 8, 2011
282. PROTOTYPE
Evaluate the experience within the context
www.mobiledesign.org & www.uistencils.com
Wednesday, June 8, 2011
283. INTERFACE
Start with the user interface
Design the interface before you start programming
Programming is the heaviest component of building
an app
It’s the most expensive and hardest to change
http://gettingreal.37signals.com
Wednesday, June 8, 2011
284. INTERFACE
Start with the user interface
Design is relatively light. A paper sketch is cheap and
easy to change
Designing first keeps you flexible
Programming first fences you in and sets you up for
additional costs
http://gettingreal.37signals.com
Wednesday, June 8, 2011
285. INTERFACE
Start with the user interface
The interface is your product
What people see is what you’re selling
Slap an interface on at the end and the gaps will show
Does it make sense?
Is it easy to use?
Does it solve the problem at hand?
http://gettingreal.37signals.com
Wednesday, June 8, 2011
290. PROTOTYPE
Evaluate the experience within the context
OmniGraffle – www.omnigroup.com/products/omnigraffle
Ultimate iPhone Stencil – www.graffletopia.com/stencils/413
Patrick Crowley Stencil – www.graffletopia.com/stencils/392
iPhone 3G Stencil – www.graffletopia.com/stencils/495
iPad and iPhone Design – www.graffletopia.com/stencils/570
Wednesday, June 8, 2011
291. PROTOTYPE
Evaluate the experience within the context
Freshbooks iPhone Application GUI —
developers.freshbooks.com/blog/view/freshbooks_iphone_application_gui/
iPhone UI Vector elements —
www.mercuryintermedia.com/blog/index.php/2009/03/iphone-ui-vector-elements
iPad GUI Design template — www.teehanlax.com/blog/2010/02/01/ipad-gui-psd/
iPad Design Vector elements —
http://iconlibrary.iconshock.com/icons/ipad-vector-gui-elements-tabs-buttons-menus-icons/
Wednesday, June 8, 2011
292. iOS Human Interface Guidelines
http://bit.ly/higpdf
Wednesday, June 8, 2011
293. iOS Design According to Apple
Great iOS Apps Embrace the Platform and HI Design Principles
Great App Design Begins with Some Clear Definitions
A Great User Experience Is Rooted in Your Attention to Detail
People Expect to Find iOS Technologies in the Apps They Use
All Apps Need at Least Some Custom Artwork
Wednesday, June 8, 2011
294. The Display Is Paramount,
Regardless of Its Size
The comfortable minimum size of tappable UI elements is 44 x 44 points.
The quality of app artwork is very apparent.
The user’s focus is on the content.
Wednesday, June 8, 2011
295. iOS Device Resolution
Device Portrait Landscape
iPhone 4 640 x 960 pixels 960 x 640 pixels
iPad 768 x 1024 pixels 1024 x 768 pixels
Other iPhone and
320 x 480 pixels 480 x 320 pixels
iPod touch devices
Wednesday, June 8, 2011
296. Gesture Action
Flick To scroll or pan quickly.
Swipe In a table-view row, to reveal the Delete button.
To zoom in and center a block of content or an image.
Double tap
To zoom out (if already zoomed in).
Pinch open To zoom in.
Pinch close To zoom out.
In editable text, to display a magnified view
Touch and hold
for cursor positioning
Shake To initiate an undo or redo action.
Wednesday, June 8, 2011
297. Virtual objects and actions are metaphors
for objects and actions in the real world
Tapping iPod playback controls
Dragging, flicking, or swiping objects in a game
Sliding On/Off switches
Flicking through pages of photos
Spinning picker wheels to make choices
Wednesday, June 8, 2011
299. User Experience Guidelines
Focus on the Primary Task
Elevate the Content People Care About
Think Top Down
Give People a Logical Path to Follow
Make Usage Easy and Obvious
Use User-Centric Terminology
Minimize the Effort Required for User Input
Wednesday, June 8, 2011