A world with mobile apps!


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A world with mobile apps!

  1. 1. AWorld with Mobile Apps!<br />Presentationby Jordan Waddy<br />
  2. 2. Objective/Pitch<br />Mobile apps are an important component of social media. <br />Mobile Apps are becoming more prevalent <br />80% of Americans have mobile phones and<br />two-thirds of Americans sleep with their phones by their pillow. <br />
  3. 3. Rationale<br />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?” <br />Instead of simply talking with one another, people consider their devices a true companion.<br />Mobile applications represent a fundamental shift in the way that people use their mobile phones. <br />With the rise in mobile usage, businesses are shifting their focus from print media and TV to mobile solutions. <br />
  4. 4. Argument Support<br />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. <br />24% of the U.S. adult population actively uses apps. <br />
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  6. 6. Chart Analysis <br />One can infer from this chart that games are the most popular genre (60%) followed by news and weather (52%).<br />Even though many individuals are unaware of their mobile apps, this chart shows that the ones that are use their mobile apps frequently. <br />This gives this new media high hope of rapidly becoming something that people cannot live without. <br />
  7. 7. Pros<br />A mobile app can be used to promote a business or it can increase revenue by being sold to a consumer. <br />Because mobile apps are still in its early stages and growing rapidly, both business owners and consumers are becoming more attracted to them.<br />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.<br />Many individuals also use their mobile apps in situations where they should be focused on another activity. <br />
  8. 8. Cons<br />One the primary challenges of mobile apps for a consumer is coping with the context. <br />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. <br />Mobile apps have a low percent usage.<br />Mobile apps that are dependent on the internet may not prove to be advantageous for the user. <br />The development of a mobile app is generally expensive and requires a lot of effort as well. <br />
  9. 9. Alternatives/Recommendations<br />For instance, one can seek games, maps, news, weather, etc. from a computer search, phone book, twitter facebook, or any other source. <br />Recommendations<br />A developer should know his/her audience <br />One should determine if the application is dependent on the internet. <br />Can the app be used in all environments such as driving, meetings, workouts, etc. <br />Is the app limited to your mobile device or does it allow you to backup your data onto your laptop or desktop computer. <br />
  10. 10. Next Step Execution<br />