Friday, 23 May 2014

More than 13 things to think about, about mobile.

More than 13 things to think about, about mobile. Taught to the good people at Mobile Entertainment by Google and Golden Gekko. Worth thinking about for my client working in geo location mobile apps in Manchester - Justaxi. 

Those stats are: 

1. Smartphone users spend 87 per cent of their time on apps.

2. A great digital experience is no longer nice to have, it is expected by the consumer.

3. Wearable tech is already mainstream in areas such as sport and health.

4. The greatest opportunities for the tech are within the enterprise and productivity space.

5. The internet of things is quickly going mainstream, and will impact businesses whether it’s within cost saving, revenue generating or improved customer care.

6. Mobile offers could damage a business if used too much as consumers could get offer fatigue.

7. Companies too quick to hand out mobile offers will lose out on revenue as consumers may have bought the product at full price anyway.

8. Loyalty solutions are better and should be a priority, offering VIP treatment, rewards without discounts, CSR initiatives or a points program.

9. Forrester estimates that the amounts spent on a consumer app is 35 per cent of the true two-year cost.

10. When making an app, if the developer tries to make it perfect before release, budget and time may run out.

11. There is no hard and fast answer on how to properly test an app.

12. Minimum requirements for testing apps include distribution tool for test version, plus distribution list, minimum of 14 testers, collecting and listening to feedback.

13. Projects with end-to-end user testing have eight-times great chance of success.

Here are some bonus stats:

-  50 per cent of workers use collaborative apps on their device.

-  64 per cent of employees never or rarely use enterprise software

-  32 per cent decision makers say integration with backend is a major challenge

-  50 per cent of businesses have experienced a data breach.

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