Mobile Applications: The Canadian Museum Perspective - Julie Marion - CHIN's Mobile Bootcamp
Mobile ApplicationsThe Canadian Museum ContextApril , 2012 The Canadian Museumjulie.email@example.com Reference in Technology
Mobile Landscape in Canada, 2011 27 M Internet users in Canada 20.1 M Canadians own a mobile phone 9.1 M Canadians own a smartphone Predictions show that in 2012, smartphones will account for 50% of all mobile.InSource: ComScore, 2012 data; Ipsos Inter@ctive Reid Report.
Traditional Mobile Phone vs. Smartphone Users in Canada, by Age, March 2011 (% of respondents)Source: ComScore, November 2011
Smartphone UsageSource: ComScore, November 2011
A Few Facts Users spend 17.3 hours/week on their smartphone 54% of smartphone usage is for activities other than talking 96% of iPhone users have downloaded an App vs. 59% for BlackBerry and 66% for Android Average number of Apps on a smartphone is 19 - iPhone: 34 - BlackBerry: 6 Average number of Apps on a tablet is 25 Ipsos Inter@ctive Reid Report, 2011
Types of Approaches Native App: Downloadable from a store
Mobile Device FunctionsIntegrating relevant content with mobile device functions create anexperience:CameraAccelerometer / Motion sensorCompassGPSInternet accessHD quality audio, video, imagesTouch screen
Museums Embrace Technology to Educate and EngageThere are approximately 250 museum native apps.20 from Canadian museums.
Museums and Mobile Mobile today: 29% of museums have mobile program in place 27% plan to develop one 34% have no plans to go mobile Most common current/planned mobile activities: Audio tour Most common goals of mobile: Provide supplementary info Experimentation Create an interactive experience Source: Museums & Mobile Survey 2012
Museums and Mobile (2) Greatest challenge in implementing mobile: Cost Greatest challenge posed by mobile once it’s implemented: Encouraging adoption among visitors Producing content Keeping that content up to date Source: Museums & Mobile Survey 2011
Potential User Barriers Not owning the right smartphone or model Excessive downloading time Data pack usage (cost and battery) Poor usability or intuitiveness Slow movement/reaction within the app Lack of awareness for the product’s availability Lack of understanding of the product’s benefits Inferior than expected experience
Considerations /Challenges Organization’s goals Organizational structure Target audience(s) (ownership) User benefits / Space Approval procedure in the market Content format Choice of platform Copyrights Life span / Life cycle Technical glitches Native vs. Web Value – ROI Launch and Updates and maintenance promotion Wi-Fi availability Evaluation Cost