Mobylizr - Mobile tips for your next mobile project


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You know the feeling where you sit in another presentation or read a article and think. "I knew that" or "that is so obvious"?

Turns out most of the time one or two of those tips ARE usefull.

I have gathered some of my learnings to share them with you. Hope you like them!

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Mobylizr - Mobile tips for your next mobile project

  1. 1. 25+ “I knew that” tips That may be useful for your next mobile project.. Author: Mark de KockFriday, November 9, 12
  2. 2. Friday, November 9, 12
  3. 3. Does this ever happen to you? At each presentation or next best article you think; “Of course, that’s obvious, or “Everybody knows that!” Most of the time it turns out you still learn one or two relevant things that you didn’t hear or read before. Here are a few i learned Enjoy, Mark de Kock / Digital strategist / MobylizrFriday, November 9, 12
  4. 4. Tips have been devided in two sections: Strategy and more / Design and more CHAPTER 1) STRATEGY AND MOREFriday, November 9, 12
  5. 5. Mobile is personal But not always 1-on-1 Segmenting your audience to their needs already brings relevance to individualsFriday, November 9, 12
  6. 6. CRM is almost always undervalued In mobile succes. Having a good contactstrategy in place increases longevity in app use.Friday, November 9, 12
  7. 7. Launching your app is a starting point Not your end goal Develop a roadmap and structure your budget accordingly!Friday, November 9, 12
  8. 8. Determine mobile succes on long term relationships Instead of only counting your downloadsFriday, November 9, 12
  9. 9. A web business model is often not suited for mobile Succes comes in acknowledging the overlap AND differencesFriday, November 9, 12
  10. 10. Mobile is not an app But a channel with diversityFriday, November 9, 12
  11. 11. Social integration (login) is currently a standardBut don’t make it your only way of building your user relationship(database)Friday, November 9, 12
  12. 12. The numbers tell the tale Think about your measurement strategy and implement it!Friday, November 9, 12
  13. 13. Integrate mobile into your communication strategy A user/consumer expects One brand One company, One voice, One service level Adapted to the channel of contactFriday, November 9, 12
  14. 14. Are you going for a native app or web experience Plot your requirements now and in the near futureFriday, November 9, 12
  15. 15. Determine user conversion points How do you capture users within your app.. AND Is your mobile user your next web client or vice versa?Friday, November 9, 12
  16. 16. Mobile is only getting started so think ahead And upgrade your organisation to the changing media landscapeFriday, November 9, 12
  17. 17. Build a roadmap with 2 more releases to come Prioritise the releases from a user centric standpointFriday, November 9, 12
  18. 18. Build on / stack existing platform Don’t try to reinvent the wheel Use tools and services (e.g. Amazon AWS)Friday, November 9, 12
  19. 19. Do you have evolution in mind while constructing? What does your user need in 2, 6, 12 months time?Friday, November 9, 12
  20. 20. CHAPTER 2) DESIGN AND MORE..Friday, November 9, 12
  21. 21. Mobile does not have a standard shape or form (think tablet vs smartphone or HTML5 vs App)Friday, November 9, 12
  22. 22. Mobile development = go for the essentials Not a multitude of distracting choices Work with the screen dimensions + timeframe / types of useFriday, November 9, 12
  23. 23. Research design and functional ‘best of class’ examples Implement usefull items into your design/functionalities 1.750.000+ apps in the joint appstores can be usefull as inspiration or at least to know what you don’t want to do..Friday, November 9, 12
  24. 24. Location driven (relevant) content in the right context is..Friday, November 9, 12
  25. 25. Design and functionality follow ease of use Don’t build something just because it looks goodFriday, November 9, 12
  26. 26. Good app design AND responsiveness increases ease of use Non-logical responding navigation items are a major turn-off A well designed icon canFriday, November 9, 12
  27. 27. Your soundset can make or break your appFriday, November 9, 12
  28. 28. CHAPTER 3) IT’S ALL ABOUT THE USER, DUMMYFriday, November 9, 12
  29. 29. Use tools like Uservoice to curate and prioritise Your users can support you in your development roadmapFriday, November 9, 12
  30. 30. Mobile is NOT an exact copy of your web activities It may just be the only way to start a new relationship with your customer. Which can be extended to traditoinal web/other channels.Friday, November 9, 12
  31. 31. User satisfaction always stands above marketing goals User centered models are even more important in mobileFriday, November 9, 12
  32. 32. Mobile is time and location drivenFriday, November 9, 12
  33. 33. Mobile advertising in display format is tempting but.. Will probably fail in the long run with declining margins (RTB) and more importantly.. it’s annoying for users. Think in brand utilities and relevance.Friday, November 9, 12
  34. 34. Mobile is social But not always labelled as such A user may expects some form of social experience and be willing to share.Friday, November 9, 12
  35. 35. Learn from feedback Check your app store reviews. Ask customers for feedback. But monitor social networks as well for learningsFriday, November 9, 12
  36. 36. ThnxFriday, November 9, 12
  37. 37. Image credits: All sources are credited unless mentioned within image itself. If any credits are missing the image will be replaced and/or credits added. Special thanks goes out to Lukas Pauka http://www.lukaspauka.nlFriday, November 9, 12