Upload
matt-tanner
View
174
Download
0
Tags:
Embed Size (px)
Citation preview
Mobile Apps101
Discover new customers, engage the ones you have,
and get to know them better
Matt Tanner Digital Producer, Iversoft Solutions
Owner, Firestarter Digital
Responsive Web Vs Native Apps
Download from app stores
Access offline, without data
Full control over look & feel
More functionality
$10,000 + per platform
Access via web browser
Data/Internet required
Potentially inconsistent
Limited functionality
$5,000 - 20,000
Responsive Web is Good for you if…
Your content is presentational
You’re probably not using e-commerce
Your content benefits from a data connection
You have a limited budget
Your existing website isn’t responsive
A Native App is Good for you If…
Your content is more interactive
You could benefit from in-app hooks or tie-ins
Your business plan uses in-app purchases
You have a bigger budget
Your existing website is responsive
Typical Project Timeline
% $☼ ' (
IDEA STRATEGY DEVELOP CONTENT LAUNCH
)* +,DISCUSS DESIGN MARKETING TESTING
%IDEA
• Who is my audience?
• What problem am I trying to solve?
• How will this app accomplish that?
Answer the big picture questions
◎
DISCUSS
*• How will this app make money?
• How will I finance this project?
• Who should I get to build this app?
• When do I need it delivered by?
Answer the BUSINESS QUESTIONS
STRATEGY
☼• What technology should be used?
• Which features are prioritized?
• What content will drive this app?
• How will the app integrate with my operations?
ANSWER The Project Questions
#
DESIGN
)• Decide how each screen should look
• Source graphics, logos, etc.
• Decide on interactions for each screen/element
BUILD the LOOK & FEEL
MARKETING
,• Promote through existing channels
• Get others talking about it
• Reach out to media, if applicable
• Start writing your content (including store descriptions, etc.)
TELL YOUR AUDIENCE ABOUT It
CONTENT
'• Add copy (text), images, video, etc.
• Build a backlog of dynamic content
• Start testing your content with users
PUT A COAT OF PAINT ON IT
"
TESTING
+• Test on as many devices as possible (or relevant)
• Get real user feedback before public launch
• Try to break (and then, fix) as many things as possible
Squash Out the Bugs
LAUNCH
(• Congratulations - your app can now go live!
• Do more user testing! How do they use your app?
• Commit to curating ongoing content
• Start planning immediately for a Phase 2… 3… etc.
Send it on its journey
Successful Project Timeline
% $☼ ' (
IDEA STRATEGY DEVELOP CONTENT LAUNCH
)* +,DISCUSS DESIGN MARKETING TESTING
Rete
ntio
n Ra
te (%
)
0
25
50
75
100
Months after download
0 3 6 9 12
App Retention Rates
Source: Flurry Analytics & estimates via Apptentive
94%gone after 6 months
Crashes/bugs
Slow/Unresponsive
Heavy battery usage
Too many ads
0 20 40 60 80
Common Reasons for Uninstalls
Source: Apigee, 2012