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Page 1: A world with mobile apps!

A World with Mobile Apps!Presentation by Jordan Waddy

Page 2: A world with mobile apps!

Objective/Pitch

• Mobile apps are an important component of social media.

• Mobile Apps are becoming more prevalent

• 80% of Americans have mobile phones and– two-thirds of Americans sleep with their phones

by their pillow.

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Rationale

• One does not need to be asking, “Why should we be using this new media”. Instead, the question should ask, “Why shouldn’t we be using this new media?”

• Instead of simply talking with one another, people consider their devices a true companion.

• Mobile applications represent a fundamental shift in the way that people use their mobile phones.

• With the rise in mobile usage, businesses are shifting their focus from print media and TV to mobile solutions.

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Argument Support

• Out of the 82% of U.S. adults who are now active cell phone users, 43% have apps on their phones, and more than two-thirds of them use those apps regularly. – 24% of the U.S. adult population actively uses

apps.

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Chart Analysis

• One can infer from this chart that games are the most popular genre (60%) followed by news and weather (52%).

• Even though many individuals are unaware of their mobile apps, this chart shows that the ones that are use their mobile apps frequently.

• This gives this new media high hope of rapidly becoming something that people cannot live without.

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Pros

• A mobile app can be used to promote a business or it can increase revenue by being sold to a consumer.

• Because mobile apps are still in its early stages and growing rapidly, both business owners and consumers are becoming more attracted to them.

• Of those who have downloaded apps, nearly 2 in 3 said they use their apps daily, and 1 in 4 use their apps for more than 30 minutes per day.

• Many individuals also use their mobile apps in situations where they should be focused on another activity.

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Cons

• One the primary challenges of mobile apps for a consumer is coping with the context.

• Because consumers are known to use their mobile devices in places such as the gym, train, or car, they do not have the time to adjust the app to a viewable size.

• Mobile apps have a low percent usage.• Mobile apps that are dependent on the internet may

not prove to be advantageous for the user. • The development of a mobile app is generally

expensive and requires a lot of effort as well.

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Alternatives/Recommendations

• For instance, one can seek games, maps, news, weather, etc. from a computer search, phone book, twitter facebook, or any other source.

• Recommendations• A developer should know his/her audience • One should determine if the application is dependent on the

internet. • Can the app be used in all environments such as driving,

meetings, workouts, etc. • Is the app limited to your mobile device or does it allow you

to backup your data onto your laptop or desktop computer.

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Next Step Execution


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