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enterprise mobile applications, one-size does not fit all
having an enterprise  mobile strategy is important
in some cases,  a necessity
it is rapidly becoming the default way to access information
http://gigaom.com/2010/04/12/mary-meeker-mobile-internet-will-soon-overtake-fixed-internet/
and needs to be  well thought through
it is not just a case of 're-hashing' current desktop applications to mobile devices.
sometimes referred as the 'mini-me' approach
we do not do the  'mini-me' approach
like some do
'mini-me' development is lazy
it looks ugly
with poor usability
and no one will use it
so the problem in building mobile applications for the enterprise
is not in the technology
but in the design
just what is good design?
give users what they want, when they want it.
the ability to easily access their data anywhere, anytime
for us, that means 
approach design as a  information-architecture problem
not a technology problem
enterprise mobile  applications should
allow users to simply navigate and make decisions
users do not want to dig through a complex application
to find the tiny bit of information they want
so in building a 'mini-me' application
you are wasting your time
and money!
design a unique mobile content model
understand the available hardware features
educate the intended users on the hardware features
compass, gps, 3g, wi-fi, microphone, images, video ++ more
build ideas with the users promote innovation
brainstorm new features to enhance the business requirements
think about
new ways of working
new way to streamline  current processes
new ways to visualise your data
but never, ever
over 'feature' an application
evaluate all the requirement features and then ask
do you really need this on a mobile platform?
'feature' overload leads to
an extremely  complex application
that no-one will use and it will fail
make it usable
mobile hardware come in all shapes and sizes
laptop, tablet, smart phone
portrait and landscape screens
some have touch-screens, some have micro keyboards, some have both!
what is the optimal way for the user to perform a task?
human-computer interaction analysis is crucial for product adoption
provide the user with the easiest way to complete their task
with the least number of steps
four: do not forget the design
your mobile workers are just as important, never forget that!
design is important
ask apple
spending time in usability
means little if the application does not look sexy
a good looking,  well designed application
draw the user to it
the user wants to be  seen using it
so, to summaise
innovate and think creative.
define a clear  information architecture.
create compelling and usable mobile content, or don't bother
is available all the time
design for the platform. it is called mobile design, not 'mini-me' design.
contact w: turinproject.com t: @turinproject fb: bit.ly/turinprojectfacebook
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Enterprise mobile applications

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Thoughts in building bespoke mobile applications

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Transcript of "Enterprise mobile applications"

  1. 1. enterprise mobile applications, one-size does not fit all
  2. 2. having an enterprise  mobile strategy is important
  3. 3. in some cases,  a necessity
  4. 4. it is rapidly becoming the default way to access information
  5. 5. http://gigaom.com/2010/04/12/mary-meeker-mobile-internet-will-soon-overtake-fixed-internet/
  6. 6. and needs to be  well thought through
  7. 7. it is not just a case of 're-hashing' current desktop applications to mobile devices.
  8. 8. sometimes referred as the 'mini-me' approach
  9. 9. we do not do the  'mini-me' approach
  10. 10. like some do
  11. 11. 'mini-me' development is lazy
  12. 12. it looks ugly
  13. 13. with poor usability
  14. 14. and no one will use it
  15. 15. so the problem in building mobile applications for the enterprise
  16. 16. is not in the technology
  17. 17. but in the design
  18. 18. just what is good design?
  19. 19. give users what they want, when they want it.
  20. 20. the ability to easily access their data anywhere, anytime
  21. 21. for us, that means 
  22. 22. approach design as a information-architecture problem
  23. 23. not a technology problem
  24. 24. enterprise mobile  applications should
  25. 25. allow users to simply navigate and make decisions
  26. 26. users do not want to dig through a complex application
  27. 27. to find the tiny bit of information they want
  28. 28. so in building a 'mini-me' application
  29. 29. you are wasting your time
  30. 30. and money!
  31. 31. design a unique mobile content model
  32. 32. understand the available hardware features
  33. 33. educate the intended users on the hardware features
  34. 34. compass, gps, 3g, wi-fi, microphone, images, video ++ more
  35. 35. build ideas with the users promote innovation
  36. 36. brainstorm new features to enhance the business requirements
  37. 37. think about
  38. 38. new ways of working
  39. 39. new way to streamline  current processes
  40. 40. new ways to visualise your data
  41. 41. but never, ever
  42. 42. over 'feature' an application
  43. 43. evaluate all the requirement features and then ask
  44. 44. do you really need this on a mobile platform?
  45. 45. 'feature' overload leads to
  46. 46. an extremely  complex application
  47. 47. that no-one will use and it will fail
  48. 48. make it usable
  49. 49. mobile hardware come in all shapes and sizes
  50. 50. laptop, tablet, smart phone
  51. 51. portrait and landscape screens
  52. 52. some have touch-screens, some have micro keyboards, some have both!
  53. 53. what is the optimal way for the user to perform a task?
  54. 54. human-computer interaction analysis is crucial for product adoption
  55. 55. provide the user with the easiest way to complete their task
  56. 56. with the least number of steps
  57. 57. four: do not forget the design
  58. 58. your mobile workers are just as important, never forget that!
  59. 59. design is important
  60. 60. ask apple
  61. 61. spending time in usability
  62. 62. means little if the application does not look sexy
  63. 63. a good looking,  well designed application
  64. 64. draw the user to it
  65. 65. the user wants to be  seen using it
  66. 66. so, to summaise
  67. 67. innovate and think creative.
  68. 68. define a clear  information architecture.
  69. 69. create compelling and usable mobile content, or don't bother
  70. 70. is available all the time
  71. 71. design for the platform. it is called mobile design, not 'mini-me' design.
  72. 72. contact w: turinproject.com t: @turinproject fb: bit.ly/turinprojectfacebook
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