Why A Smartphone Class?

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Introduction to COM597, Building mobile applications, Summer 2010

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  • 4 billion cellphones in the world – 1 billion pcsSource: http://www.forrester.com/rb/Research/engaging_smartphone_users/q/id/56086/t/2
  • Three-quarters of information workers are using or are interested in a smartphone for work.– Jan 2010 - ForresterSource: http://www.forrester.com/rb/Research/collaboration_needs_will_fuel_smartphone_surge/q/id/48066/t/2#heading1
  • US Adults use smart phones – Jan 2010 - ForresterSource: http://demo.venturebeat.com/2010/01/05/smartphone-usage-continues-to-grows-in-us-according-to-forrester-research/
  • Source: Forresterhttp://www.forrester.com/rb/Research/state_of_consumers_and_technology_benchmark_2009%2C/q/id/54959/t/2#figure10
  • http://www.forrester.com/rb/Research/mobile_technographics%26%23174%3B/q/id/53618/t/2
  • Source: http://www.comscore.com/Press_Events/Press_Releases/2010/3/comScore_Reports_January_2010_U.S._Mobile_Subscriber_Market_Share
  • Smartphonesv pc
  • Why A Smartphone Class?

    1. 1. 21 June 2010<br />Why A Smartphone Class?<br />
    2. 2. 4B v 1B<br />
    3. 3. 75%<br />
    4. 4. Ubiquitous access drives mobile application consumption<br />Q: Why do you use your smartphone to run work applications instead of a computer?<br />Source: Forrester’s Workforce Technographics®, US, Canada, and UK Survey, Q3 2009<br />Base: US, Canadian, and UK information workers who use a smartphone weekly for work with at least one work application on their smartphone<br />
    5. 5. 17%<br />
    6. 6. September 2009 “The State Of Consumers And Technology: Benchmark 2009, US”<br />Mobile: Older Families Have The Most Phones<br />
    7. 7. What’s Going On? <br />Ubiquitous wireless broadband<br />Devices that make it easy to do more than talk<br />Network effects<br />“Affordable” services<br />
    8. 8. Understanding The Customer<br />
    9. 9. US Smartphone Market Share<br />
    10. 10.
    11. 11. What’s Different?<br />Designing for fingers/touchscreens<br />Memory, CPU, power limits<br />Screen size<br />Task focus<br />Location-based features<br />Iffy-or-slow Internet access<br />
    12. 12. Development Cycle<br />Initial business case<br />Audience needs, goals<br />Business/communication objectives<br />Designing user experience<br />Architecture and code<br />Testing and Promotion<br />
    13. 13. Kathy E. Gill<br />UW MCDM COM597, Building Mobile Applications aka “The iPhone class” or “The smartphone class”<br />Summer 2010<br />Creative Commons License – Attribution/non-commercial/share-and-share alike<br />

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