Normally a three hour seminar which seeks to illustrate the main elements in the burgeoining app market - in Plain English - with a view to explaining how someone might begin to plan an app either as a business or a marketing tool
Distimo Mobile World Congress 2010 Presentation - Mobile Application Stores S...Distimo
This document summarizes app store analytics from Distimo. It finds that the Apple App Store has the most apps at over 150,000, while the Android market is the second largest. It also notes that Android is growing the fastest, adding over 3,000 new apps per month. On pricing, the average price across stores is between $2-4, with Apple, Android and Nokia in a similar range and Blackberry and Windows significantly higher. The document predicts further growth in cross-platform development and new monetization models like free apps with in-app purchases in 2010.
The standard slidedeck for presenting Windows Phone 7 as an OS and as a platform with the apps marketplace, the hubs, the music and video contents from Zune, etc... Feel free to reuse and spread!
1) The document analyzes marketing strategies for iPhone applications based on a case study of two public transportation apps called RATP Lite and RATP Premium. It identifies patterns in downloads, sales, pricing, and rankings on the App Store.
2) Key findings include that price reductions can significantly increase sales, free versions help promote paid versions, and concentrated advertising periods over 4 days yield better results than spreading ads over weeks.
3) The document proposes that App Store rankings are based on the previous 4 days of sales, with current day sales being most influential, and that sales can be forecasted with 10% accuracy based on previous sales patterns.
App Publishing for Museums - iPhone, iPad and beyondCogapp
What is happening in the world of app publishing for iPhone, iPad and other platforms ? And what does this mean for museums ? What are the opportunities for museums and other arts organisations created by the app publishing revolution and how can we take advantage ?
How to Generate $5k-$15k from your Event AppAllan Isfan
This document discusses how event organizers can generate $5,000-$15,000 in revenue from their event app through sponsorship, exhibitor services, and a "SuperApp". It provides tips on securing app sponsorship through in-app logo placements, activations, contests, promotions, and exclusivity. Exhibitor services that can generate revenue include featured listings, videos, messaging, lead capture, and CRM integration. Combining savings from print with sponsorship and exhibitor fees can result in $5,000-$15,000 in profit after app development costs. The document emphasizes that smartphones are ubiquitous and mobile engagement is key to revenue success.
Celia Francis, CEO of WeeWorld, discusses strategies for transitioning a successful social game from online to mobile. WeeWorld was a top teen social gaming site that monetized well through virtual goods and social advertising. It launched successful mobile apps that became a top app in various categories. Francis provides tips on platform choices, audience targeting, monetization models, distribution challenges, and building an engaged mobile franchise through virality, messaging, analytics, and focusing on one's core competencies while adapting to the new medium. The presentation outlines WeeWorld's journey and lessons learned in becoming a profitable mobile brand.
This document discusses the potential for turning human activity and decisions into inputs that drive games played throughout the day. It envisions that a person's actions in real life could serve as the joystick or controller for mobile games. Some key points discussed are the connection of mobile phones, wearables and other sensors to capture human movements and integrate them with mobile games. It also briefly touches on the idea of gamifying fitness and making exercise into gameplay inputs.
Apple Daily Animation Business AnalysisWenbin Zhao
Next Media Group is a media conglomerate founded in 1995 that publishes Apple Daily newspaper in Hong Kong and Taiwan. It has expanded into digital platforms and internet businesses. Key points:
- Apple Daily is Hong Kong's second best-selling newspaper and was the first to use demographic profiling of readers.
- Next Media's digital properties, including the Apple Daily website and mobile apps, have seen large increases in unique visitors and downloads in recent years.
- The company generates revenue from traditional newspaper sales and advertising as well as new streams like digital advertising, app subscriptions, and game development.
- Next Media Animation was established in 2009 as the first studio to apply 3D animation to daily news production. It
Distimo Mobile World Congress 2010 Presentation - Mobile Application Stores S...Distimo
This document summarizes app store analytics from Distimo. It finds that the Apple App Store has the most apps at over 150,000, while the Android market is the second largest. It also notes that Android is growing the fastest, adding over 3,000 new apps per month. On pricing, the average price across stores is between $2-4, with Apple, Android and Nokia in a similar range and Blackberry and Windows significantly higher. The document predicts further growth in cross-platform development and new monetization models like free apps with in-app purchases in 2010.
The standard slidedeck for presenting Windows Phone 7 as an OS and as a platform with the apps marketplace, the hubs, the music and video contents from Zune, etc... Feel free to reuse and spread!
1) The document analyzes marketing strategies for iPhone applications based on a case study of two public transportation apps called RATP Lite and RATP Premium. It identifies patterns in downloads, sales, pricing, and rankings on the App Store.
2) Key findings include that price reductions can significantly increase sales, free versions help promote paid versions, and concentrated advertising periods over 4 days yield better results than spreading ads over weeks.
3) The document proposes that App Store rankings are based on the previous 4 days of sales, with current day sales being most influential, and that sales can be forecasted with 10% accuracy based on previous sales patterns.
App Publishing for Museums - iPhone, iPad and beyondCogapp
What is happening in the world of app publishing for iPhone, iPad and other platforms ? And what does this mean for museums ? What are the opportunities for museums and other arts organisations created by the app publishing revolution and how can we take advantage ?
How to Generate $5k-$15k from your Event AppAllan Isfan
This document discusses how event organizers can generate $5,000-$15,000 in revenue from their event app through sponsorship, exhibitor services, and a "SuperApp". It provides tips on securing app sponsorship through in-app logo placements, activations, contests, promotions, and exclusivity. Exhibitor services that can generate revenue include featured listings, videos, messaging, lead capture, and CRM integration. Combining savings from print with sponsorship and exhibitor fees can result in $5,000-$15,000 in profit after app development costs. The document emphasizes that smartphones are ubiquitous and mobile engagement is key to revenue success.
Celia Francis, CEO of WeeWorld, discusses strategies for transitioning a successful social game from online to mobile. WeeWorld was a top teen social gaming site that monetized well through virtual goods and social advertising. It launched successful mobile apps that became a top app in various categories. Francis provides tips on platform choices, audience targeting, monetization models, distribution challenges, and building an engaged mobile franchise through virality, messaging, analytics, and focusing on one's core competencies while adapting to the new medium. The presentation outlines WeeWorld's journey and lessons learned in becoming a profitable mobile brand.
This document discusses the potential for turning human activity and decisions into inputs that drive games played throughout the day. It envisions that a person's actions in real life could serve as the joystick or controller for mobile games. Some key points discussed are the connection of mobile phones, wearables and other sensors to capture human movements and integrate them with mobile games. It also briefly touches on the idea of gamifying fitness and making exercise into gameplay inputs.
Apple Daily Animation Business AnalysisWenbin Zhao
Next Media Group is a media conglomerate founded in 1995 that publishes Apple Daily newspaper in Hong Kong and Taiwan. It has expanded into digital platforms and internet businesses. Key points:
- Apple Daily is Hong Kong's second best-selling newspaper and was the first to use demographic profiling of readers.
- Next Media's digital properties, including the Apple Daily website and mobile apps, have seen large increases in unique visitors and downloads in recent years.
- The company generates revenue from traditional newspaper sales and advertising as well as new streams like digital advertising, app subscriptions, and game development.
- Next Media Animation was established in 2009 as the first studio to apply 3D animation to daily news production. It
Distimo Report - Full Year 2010 Source and discription: http://blog.distimo.com/2011_01_distimo-releases-full-year-2010-report/
big thanks to Distimo: www.distimo.com
The document debunks 5 common myths about social media. It argues that (1) going viral cannot be planned and requires compelling content, (2) social media marketing requires significant time and resources though platforms are free to use, and (3) focusing on a single platform like Facebook is not an effective overall social media strategy. It also explains that (4) some risk of loss of control exists on social media but it is manageable, and (5) social media can be very effective for B2B marketing because business decision makers are highly engaged social media users.
LumiLive is a dynamic platform that helps broadcasters and producers build relationships with audiences in real time through powerful engagement tools. It works across mobile devices, PCs, and tablets to create second screen experiences using patented technology and social media integration. The platform also provides targeted advertising, customization, and scalability to unlock commercial value.
Magnus Jern is the CEO of Golden Gekko, a mobile creativity company with over 100 employees across 5 offices. They have developed over 180 apps in the past 12 months for more than 100 brands. Some of their achievements include apps with over 300,000 downloads in 4 months and 8 million total downloads. They help companies navigate the fragmented mobile landscape using a user-centric design process focused on objectives, concept visualization, prototyping, development and quality assurance. Their work for Mango, a clothing brand, resulted in an app that outperformed all targets with over 300k downloads and a 0.5% purchase conversion rate after 3 months.
This document discusses various parameters to consider when planning a mobile application, including features, market share, monetization strategies, and platform compatibility. It emphasizes understanding user needs and device limitations to design an intuitive user experience. Key aspects include supporting different screen sizes, optimizing for performance, and implementing basic security practices. The target is not the app platform, but using the platform to achieve business goals in a way that scales across devices.
This document discusses key considerations for marketing a mobile application and achieving high user adoption rates. It emphasizes the importance of thorough market research to define a clear value proposition. Effective marketing strategies include leveraging existing customer channels, positive word-of-mouth, and regular app updates. Retention is dependent on delivering real user value and benefits rather than just marketing pushes. Getting the value proposition right from the start is important to achieve the goal of 5,000 downloads per month.
This document provides an overview of mobile app development trends in Thailand. It discusses:
- The growing mobile market in Thailand and opportunities for developers.
- Key considerations for developing mobile apps, such as targeting Android and iOS, optimizing for performance, and dealing with platform fragmentation.
- Business models for mobile apps, including free with ads, in-app purchases, and subscriptions.
- Case studies of successful mobile apps like LINE, Instagram, and Pulse News that solved problems for users.
- Emerging trends like enterprise apps, augmented reality, and cloud computing that provide new opportunities for developers.
This document provides an overview of augmented reality and interactive print presented by Maarten Lens-FitzGerald of Layar. It discusses the history of augmented reality, how Layar's tools work, examples of how publications have implemented interactive print, insights from campaigns, and services and special offers from Layar. The presentation aims to demonstrate how augmented reality can generate additional revenue and reader engagement for publishers.
NEW VERSION :
#MobileRevolution - How Mobile Is (Still) Changing The World
https://www.slideshare.net/AlexandreJubien/mobilerevolution-how-mobile-is-still-changing-the-world
-------
Mobile has revolutionized our lives, up to the point it has become an extension of our brains!
Why? What are the specific characteristics of mobile that made this revolution happen?
And what's next? Is mobile still changing the world?
What is the next revolution?
Generating Awareness and Revenue in China's Social MediaSandeep Bahl
Regional General Manager Sandeep Bahl provided an overview of digital trends in China. Key points included:
- China has 1.2 billion mobile users, with 90% penetration and 50% using smartphones. Users spend an average of 8 hours daily on multi-screen devices.
- Online video has 389 million users in China, accounting for 66% of internet users. Content is mostly licensed programming and original shows.
- Social media and social commerce are major traffic drivers for ecommerce in China, with some platforms like WeChat becoming ecommerce platforms themselves.
- Future technologies will focus on constant connection between devices to provide more personalized, intuitive experiences for consumers.
The document discusses the tablet and smartphone market and App Studio. Some key points:
- The tablet market is growing much faster than the PC market and tablet usage is high, with many businesses planning to purchase tablets.
- The app market is also growing hugely and is projected to reach billions of downloads by 2016.
- App Studio is a leading cloud-based solution that converts print content into interactive tablet experiences using HTML5. It has an easy 3 step process and is award-winning.
- App Studio clients include many large publications and has created popular apps. It offers different pricing plans for single or multiple issue/edition apps.
- App Studio allows automation of publishing workflows from tools like In
The document discusses how mobile usage is growing rapidly and will soon surpass desktop usage. It notes that mobile data traffic and app downloads are increasing significantly each year. The presentation encourages businesses to develop a mobile strategy and app to engage mobile customers. It emphasizes understanding customer needs and behaviors, developing quality content and experiences, and testing strategies through an iterative process.
Mobile platforms and devices have evolved greatly, enabling new forms of computer mediated communication through apps like WhatsApp, Instagram, Skype, Mxit, and Snapchat. These apps allow sharing of messages, photos, and videos across devices globally. While strengthening connectivity, issues like privacy, security, and inappropriate content remain challenges.
Are Websites Optimized for Mobile Devices and Smart TVs ?Manos Perakakis
Full text: http://bit.do/optimizedwebtv
The purpose of this study is to evaluate the adaptation of some of the world’s most popular websites to the “post-pc era” of using multiple devices for accessing the web. Up till recently the PC used to be the only device used for accessing the WWW. This has changed dramatically over the past few years with the introduction of many powerful Internet-connected devices such as Smart Phones, Tablets and Smart TVs. Due to the many differences between these devices in terms of screen size,
hardware power, input methods etc. in most cases a PC-optimized website is not optimally viewed in these devices,
resulting in poor usability and User Experience. In this survey 49
of the world’s most visited websites, according to Alexa.com, are
being examined to see if they offer optimized versions for
Internet-connected mobile devices and Smart TVs. Results show
wide support for mobile devices in contrast to very limited
support for Smart TVs.
How the digital camera industry can survive the smartphone juggernaut Wyatt Cavalier
The digital camera industry is in decline thanks to camera-enabled smartphones that take outstanding photos. What can camera-makers do to revitalise their industry?
You can learn more at www.pupsprog.com
The document discusses the evolution of mobile technology and its impact on consumer behavior. It notes that in 1983 the first commercial mobile phone call was placed using a phone that cost $3,995 and weighed over 2.5 pounds. Meanwhile, technology has improved dramatically while prices have decreased significantly. The future is no longer about consumers using computers but rather using mobile devices everywhere - to check email, look up showtimes, fill prescriptions and more. Mobile access now accounts for over half of all internet traffic and there are more mobile devices than people. As a result, marketers must understand how consumers use mobile throughout the purchase process and across different experiences like awareness, consideration, intent and advocacy.
YUDU iPad and iPhone apps for the travel industry - PresentationYUDU Media
Presentation made by YUDU CEO Richard Stephenson highlighting the benefits travel companies can receive from a YUDU developed iPad or iPhone app. The Presentation was made in February 2011 at the Travel Technology Show London.
The document discusses two design patterns: the Mediator pattern which allows loose coupling between classes by centralizing communication, and the Observer pattern which allows objects to notify other objects of changes and keep them updated. Both patterns aim to reduce coupling between classes and increase reusability and flexibility in software design.
This document discusses various object-oriented programming concepts including introductions to OOP concepts, writing code outside of IDEs, Java enumerations, Java packages, exceptions, compiling packages and creating JAR files, and software project management using Scrum. It also discusses principles of modularity, information hiding, code re-use, pluggability, and debugging ease. An example Java enum is provided to demonstrate enumerations as well as try/catch blocks to demonstrate exception handling.
Distimo Report - Full Year 2010 Source and discription: http://blog.distimo.com/2011_01_distimo-releases-full-year-2010-report/
big thanks to Distimo: www.distimo.com
The document debunks 5 common myths about social media. It argues that (1) going viral cannot be planned and requires compelling content, (2) social media marketing requires significant time and resources though platforms are free to use, and (3) focusing on a single platform like Facebook is not an effective overall social media strategy. It also explains that (4) some risk of loss of control exists on social media but it is manageable, and (5) social media can be very effective for B2B marketing because business decision makers are highly engaged social media users.
LumiLive is a dynamic platform that helps broadcasters and producers build relationships with audiences in real time through powerful engagement tools. It works across mobile devices, PCs, and tablets to create second screen experiences using patented technology and social media integration. The platform also provides targeted advertising, customization, and scalability to unlock commercial value.
Magnus Jern is the CEO of Golden Gekko, a mobile creativity company with over 100 employees across 5 offices. They have developed over 180 apps in the past 12 months for more than 100 brands. Some of their achievements include apps with over 300,000 downloads in 4 months and 8 million total downloads. They help companies navigate the fragmented mobile landscape using a user-centric design process focused on objectives, concept visualization, prototyping, development and quality assurance. Their work for Mango, a clothing brand, resulted in an app that outperformed all targets with over 300k downloads and a 0.5% purchase conversion rate after 3 months.
This document discusses various parameters to consider when planning a mobile application, including features, market share, monetization strategies, and platform compatibility. It emphasizes understanding user needs and device limitations to design an intuitive user experience. Key aspects include supporting different screen sizes, optimizing for performance, and implementing basic security practices. The target is not the app platform, but using the platform to achieve business goals in a way that scales across devices.
This document discusses key considerations for marketing a mobile application and achieving high user adoption rates. It emphasizes the importance of thorough market research to define a clear value proposition. Effective marketing strategies include leveraging existing customer channels, positive word-of-mouth, and regular app updates. Retention is dependent on delivering real user value and benefits rather than just marketing pushes. Getting the value proposition right from the start is important to achieve the goal of 5,000 downloads per month.
This document provides an overview of mobile app development trends in Thailand. It discusses:
- The growing mobile market in Thailand and opportunities for developers.
- Key considerations for developing mobile apps, such as targeting Android and iOS, optimizing for performance, and dealing with platform fragmentation.
- Business models for mobile apps, including free with ads, in-app purchases, and subscriptions.
- Case studies of successful mobile apps like LINE, Instagram, and Pulse News that solved problems for users.
- Emerging trends like enterprise apps, augmented reality, and cloud computing that provide new opportunities for developers.
This document provides an overview of augmented reality and interactive print presented by Maarten Lens-FitzGerald of Layar. It discusses the history of augmented reality, how Layar's tools work, examples of how publications have implemented interactive print, insights from campaigns, and services and special offers from Layar. The presentation aims to demonstrate how augmented reality can generate additional revenue and reader engagement for publishers.
NEW VERSION :
#MobileRevolution - How Mobile Is (Still) Changing The World
https://www.slideshare.net/AlexandreJubien/mobilerevolution-how-mobile-is-still-changing-the-world
-------
Mobile has revolutionized our lives, up to the point it has become an extension of our brains!
Why? What are the specific characteristics of mobile that made this revolution happen?
And what's next? Is mobile still changing the world?
What is the next revolution?
Generating Awareness and Revenue in China's Social MediaSandeep Bahl
Regional General Manager Sandeep Bahl provided an overview of digital trends in China. Key points included:
- China has 1.2 billion mobile users, with 90% penetration and 50% using smartphones. Users spend an average of 8 hours daily on multi-screen devices.
- Online video has 389 million users in China, accounting for 66% of internet users. Content is mostly licensed programming and original shows.
- Social media and social commerce are major traffic drivers for ecommerce in China, with some platforms like WeChat becoming ecommerce platforms themselves.
- Future technologies will focus on constant connection between devices to provide more personalized, intuitive experiences for consumers.
The document discusses the tablet and smartphone market and App Studio. Some key points:
- The tablet market is growing much faster than the PC market and tablet usage is high, with many businesses planning to purchase tablets.
- The app market is also growing hugely and is projected to reach billions of downloads by 2016.
- App Studio is a leading cloud-based solution that converts print content into interactive tablet experiences using HTML5. It has an easy 3 step process and is award-winning.
- App Studio clients include many large publications and has created popular apps. It offers different pricing plans for single or multiple issue/edition apps.
- App Studio allows automation of publishing workflows from tools like In
The document discusses how mobile usage is growing rapidly and will soon surpass desktop usage. It notes that mobile data traffic and app downloads are increasing significantly each year. The presentation encourages businesses to develop a mobile strategy and app to engage mobile customers. It emphasizes understanding customer needs and behaviors, developing quality content and experiences, and testing strategies through an iterative process.
Mobile platforms and devices have evolved greatly, enabling new forms of computer mediated communication through apps like WhatsApp, Instagram, Skype, Mxit, and Snapchat. These apps allow sharing of messages, photos, and videos across devices globally. While strengthening connectivity, issues like privacy, security, and inappropriate content remain challenges.
Are Websites Optimized for Mobile Devices and Smart TVs ?Manos Perakakis
Full text: http://bit.do/optimizedwebtv
The purpose of this study is to evaluate the adaptation of some of the world’s most popular websites to the “post-pc era” of using multiple devices for accessing the web. Up till recently the PC used to be the only device used for accessing the WWW. This has changed dramatically over the past few years with the introduction of many powerful Internet-connected devices such as Smart Phones, Tablets and Smart TVs. Due to the many differences between these devices in terms of screen size,
hardware power, input methods etc. in most cases a PC-optimized website is not optimally viewed in these devices,
resulting in poor usability and User Experience. In this survey 49
of the world’s most visited websites, according to Alexa.com, are
being examined to see if they offer optimized versions for
Internet-connected mobile devices and Smart TVs. Results show
wide support for mobile devices in contrast to very limited
support for Smart TVs.
How the digital camera industry can survive the smartphone juggernaut Wyatt Cavalier
The digital camera industry is in decline thanks to camera-enabled smartphones that take outstanding photos. What can camera-makers do to revitalise their industry?
You can learn more at www.pupsprog.com
The document discusses the evolution of mobile technology and its impact on consumer behavior. It notes that in 1983 the first commercial mobile phone call was placed using a phone that cost $3,995 and weighed over 2.5 pounds. Meanwhile, technology has improved dramatically while prices have decreased significantly. The future is no longer about consumers using computers but rather using mobile devices everywhere - to check email, look up showtimes, fill prescriptions and more. Mobile access now accounts for over half of all internet traffic and there are more mobile devices than people. As a result, marketers must understand how consumers use mobile throughout the purchase process and across different experiences like awareness, consideration, intent and advocacy.
YUDU iPad and iPhone apps for the travel industry - PresentationYUDU Media
Presentation made by YUDU CEO Richard Stephenson highlighting the benefits travel companies can receive from a YUDU developed iPad or iPhone app. The Presentation was made in February 2011 at the Travel Technology Show London.
The document discusses two design patterns: the Mediator pattern which allows loose coupling between classes by centralizing communication, and the Observer pattern which allows objects to notify other objects of changes and keep them updated. Both patterns aim to reduce coupling between classes and increase reusability and flexibility in software design.
This document discusses various object-oriented programming concepts including introductions to OOP concepts, writing code outside of IDEs, Java enumerations, Java packages, exceptions, compiling packages and creating JAR files, and software project management using Scrum. It also discusses principles of modularity, information hiding, code re-use, pluggability, and debugging ease. An example Java enum is provided to demonstrate enumerations as well as try/catch blocks to demonstrate exception handling.
This document outlines the IT infrastructure plan for Ayb High School. It discusses implementing an internet connection, local network, course management system called Moodle, virtual learning environments like Second Life, library security and management systems, employee access control, classroom technology, malware protection, backups, school server content storage, and free courseware. The plan aims to make learning more effective and accessible through innovative use of information and communication technologies.
Fernando Sanchez has over 25 years of experience in project management, construction management, and technical architecture. He has managed a variety of commercial and hospitality projects across Europe, including luxury hotels, resorts, stadiums, and shopping centers. His background includes roles with Bovis Lend Lease, Marriott Vacation Club International, McDonald's, and as an official appraiser.
- Hashtable is synchronized while HashMap is not, making HashMap better for non-threaded applications.
- Hashtable does not allow null keys or values, while HashMap allows one null key and any number of null values.
- The performance of HashMap is better than Hashtable as HashMap is unsynchronized.
The document discusses various aspects of building a web application using Java including HTML forms, handling form data with servlets and requests/responses, connecting to a database using MySQL and its Java connector library, using the MVC pattern to manage database requests, and implementing user authentication with a login servlet that verifies credentials against a users table.
Pfizer implemented green chemistry principles in one of its production lines to reduce waste and use safer chemicals. This included eliminating the use of solvents and reducing the number of production steps. Pfizer saw a 25% reduction in waste and expects similar reductions by applying these principles to other production lines. The document also includes a diagram explaining the waste stream from raw materials to final waste disposal.
The document discusses video surveillance systems for smart cities. It outlines the need for new paradigms in video surveillance that integrate data from multiple sources, use collaborative planning approaches, and share infrastructure. Some key applications mentioned include identifying missing persons, reducing accidents, vehicle identification, parking management using video, and measuring building energy usage. The new approach calls for integrated planning across different areas like security, traffic, and environment, as well as sharing captured data across government agencies.
The document discusses the benefits of exercise for mental health. Regular physical activity can help reduce anxiety and depression and improve mood and cognitive function. Exercise causes chemical changes in the brain that may help protect against developing mental illness and improve symptoms for those who already suffer from conditions like anxiety and depression.
Capturacion de pantallas de entornos graficoselsanunez
El documento describe 11 pasos para instalar Microsoft Office 2003 en una computadora, incluyendo dar doble clic en la carpeta del Office 2003, hacer clic derecho en el instalador, esperar a que se prepare e instale, verificar que los programas ya estén instalados haciendo clic en Inicio, Todos los programas, y Microsoft Office.
Resumen temas expuestos en las asignaturas bt01 y bt02 zol cid
Este documento presenta información sobre diferentes herramientas digitales como Google Drive, Feedly, Pocket y filtros de Gmail que pueden usarse para gestionar documentos, noticias, páginas favoritas y correo electrónico de forma colaborativa y asíncrona con fines educativos.
La Unión Europea ha propuesto un nuevo paquete de sanciones contra Rusia que incluye un embargo al petróleo ruso. El embargo se aplicaría gradualmente durante seis meses para el petróleo crudo y ocho meses para los productos refinados. Este paquete de sanciones requiere la aprobación unánime de los 27 estados miembros de la UE.
O que é Coaching?
O curso me deu habilitação para ajudar na vida e na carreira das pessoas, tendo elas metas ou não. São utilizadas perguntas/questionamentos e ferramentas para encorajar e dar diretrizes na busca de soluções
Acesso e permanencia dos cotistas no ensino superiorExpogeo
Here is a 3 sentence summary of the document:
[SUMMARY] The document discusses 12 research papers on access and retention of Afro-descendant students in Brazilian public universities. The papers analyze experiences and strategies, both formal and informal, aimed at students from different racial groups enrolled in public universities in four regions of Brazil. They also examine the meaning of increasing the presence of black students in spaces historically occupied mostly by whites.
O documento discute como o aumento dos preços dos alimentos pode levar a instabilidade política e protestos em diversos países. Um estudo de 2011 previu que, quando o índice de preços de alimentos da FAO ultrapassasse 210 pontos, haveria maior probabilidade de manifestações. Esse modelo matemático previu corretamente a Primavera Árabe em 2010 e protestos em vários países em 2013-2014.
Según un estudio de Foro Consultores Inmobiliarios, los precios de la vivienda en Madrid han caído a los niveles de 2004, con descensos del 25% desde 2007 y del 8% en el último año. La oferta de vivienda nueva ha disminuido a la mitad, con apenas 4.500 viviendas disponibles actualmente frente a las casi 10.000 de 2007. Algunos distritos como Arganzuela y Villa de Vallecas han visto reducida su oferta en un 80%. El stock continúa cayendo sin que aparezca suficiente nue
O documento resume os exercícios de uma aluna chamada Aline Feola. O autor avalia os exercícios e encontra alguns erros devido a falhas no enunciado ou mal-entendidos, mas não erros cometidos pela aluna. A nota final da Aline é 9,4.
A empresa de tecnologia anunciou um novo produto, um smartphone com câmera de alta resolução e bateria de longa duração. O aparelho também possui armazenamento expansível e processador rápido. O lançamento está programado para o final do ano com preço inicial sugerido de US$ 499.
The document provides an overview of monetizing Windows Phone apps. It discusses several business models including paid apps, in-app purchases, and mobile ads. It provides best practices for implementing these models and demonstrates how to add mobile ads and trial experiences to apps. The document also offers tips for developing apps, such as creating a good user experience, optimizing app details, adding feedback mechanisms, and promoting the app.
Indy 500 - 4 years as an indie developerDiogo Cardoso
The presentation details how I make my living out of the apps I build for consumers, as an independent developer. The talk detailed how important is the media and taking care of the users as well as using analytics and telemetry to find issues with the app and fix them.
ISCTE-IUL ACM #SmartTalk presentation
The document provides an overview of mobile marketing, including definitions, opportunities, challenges and foundational components. It discusses how mobile marketing involves extending brand experiences to consumers on their mobile devices. Key components include SMS, social media, mobile advertising, mobile web and device-specific apps. Mobile marketing is important because most consumers carry mobile devices constantly and use them to seek information. While opportunities exist in intimacy, timeliness and location targeting, challenges include fragmented technologies and a moving target of advances. The foundations of mobile marketing are then explained in more depth.
This document provides a practical guide for integrating mobile into B2B business strategies and marketing mixes. It discusses why mobile is important for B2Bs, noting that customers are increasingly using smartphones for both personal and work purposes. The document then outlines a 7 step process for developing a mobile strategy, including evaluating current assets, identifying customer needs, performing competitive analyses, developing appropriate mobile content and applications, monitoring and improving offerings, and measuring ROI. Key tactics discussed include mobile websites, apps, location-based services, video, social media and QR codes.
Mobile device usage has surpassed desktop usage, with the top activities being texting, emailing, using social media platforms like Facebook, taking photos with cameras, reading news, online shopping, and checking the weather. Two-thirds of the world's population now owns at least one mobile device. Mobile apps allow businesses to create brand awareness, engage customers through in-app offers and promotions, and increase access to users by providing local information and driving in-person visits. There are three main types of mobile apps: native apps designed for specific platforms, web-based apps that function through a browser, and hybrid apps that combine native and web-based elements.
The document discusses key strategies for designing a marketable mobile app. It recommends focusing on a target user group or activity, doing one main thing very well, and making the app socially driven. Specific examples are given of successful apps like Nike+ Running, MomsApp, Evernote, and Instagram that exemplify these strategies. The presentation emphasizes the importance of solving user problems, being unique, and redefining existing concepts to create a popular and viral app.
It is difficult and costly for agencies to build mobile apps that consumers will notice and use regularly. The mobile app market is extremely crowded, with millions of apps available, and consumers are selective about which apps they download and use routinely. Most branded consumer apps fail to gain significant usage, with over 90% being downloaded by less than 10,000 users. However, some exceptions exist for apps that offer high utility through features like managing workouts, ordering food, or booking travel, especially when supported by extensive promotional campaigns. The document recommends agencies focus on mobile-responsive websites, in-app advertising, and developing apps targeted at internal users like remote workforces (mobile enterprise apps) to get better results than typical consumer-facing apps.
The document discusses the Lean Startup methodology for developing products. It explains that most startups fail because traditional management practices do not work in contexts of extreme uncertainty. The Lean Startup approach involves developing a Minimum Viable Product (MVP) to test hypotheses about customers, then rapidly iterating based on customer feedback in a continuous "build-measure-learn" cycle. This allows startups to change direction while maintaining focus on the core vision. The document provides examples of how companies like Apple and Xiaomi have applied Lean Startup principles through rapid iteration and a focus on the MVP.
Overview and some tactical advice for folks looking to put out a new mobile service or product. This presentation was given at the Women 2.0 Founder Lab Mobile event. Most of the folks were already working in mobile, but hadn't necessarily run their own projects. I'm not sure it'll make sense as a standalone set of data without me talking about it. But hopefully it will.
How to make your social app a success mahak sharma_in_mobiMahak Sharma
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Digital Growth Day: September 18, 2014
THE TEN COMMANDMENTS OF MOBILE APP MARKETING
Everyone knows that apps are the future - but how do you market them? With hundreds of apps launching every day, how do you build an audience, reach the media, and get your app featured on the app stores? Most importantly of all, how can you turn your app into a business?
We'll share the ten essential considerations that any brand or publisher needs to address when launching an app, and give an up-to-date viewpoint on the challenges and rewards of the app business.
James Kaye, Director, Big Ideas Machine
John Ozimek, Director, Big Ideas Machine
Ten simple rules that anyone planning on launching a mobile app needs to follow.
Crafted from several years of blood, sweat and tears in marketing apps, in this presentation we share key statistics on the app industry and the real chance of successfully launching a mobile app.
The ten commandments are based on industry best-practice insight, can be followed by anyone - from a bedroom coder to established big-name publishers.
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Lightricks is an app development company based in Jerusalem that has found success with paid apps like Facetune and Enlight. While the paid app model has limitations like competitors releasing free versions and difficulty gaining recognition, it allows developers to earn money from day one and optimize more easily based on direct metrics. Lightricks recommends focusing on great products, influencers, PR and Facebook ads to drive sales, while also experimenting with untested strategies and documenting results. Burst advertising can help new paid apps reach top charts and gain organic users in a cost-effective way.
Proven App Marketing Strategies for Social AppsInMobi
In 2012, Facebook & WhatsApp dominated the social networking space on mobile devices, accounting for 85% of the usage in North America and securing the #1 position in most markets. However, in 2013, Asian newcomers such as Line and Kakao have redefined social networking on mobile. With 74 million users in less than 18 months and already profitable, Line, a messaging application from NHN Japan, has adopted a completely different strategy for acquiring and monetizing users on mobile devices. The success of Asian players has carved out a path for other players to break into new global segments with better monetization. Find out what it really takes to make your social & communication apps a whopping success!
You'll learn about: Top countries, platforms, and devices to target when launching a messaging app Most effective ways of spending your marketing budget - distribution across countries, different channels Life Time Value of users from different segments Pricing strategies for promoting social apps Campaign best practices while promoting social apps on ad networks Proven monetization tactics / strategies for different markets
In case you have any questions you would like us to address in webinar, feel free to drop us an email at developer@inmobi.com and we will try our best to address your questions.
This presentation was made by Ms.Mahak Sharma as part of the InMobi insights webinar series. You may check out the full recording of this webinar at http://www.youtube.com/watch?v=ZxlLD0ch_No
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The app market 2012
1. Could you market a globally
successful app?
Kieran Hanrahan
October 2012
2. Part 1: Introduction
• Welcome
• What is an App?
• Why build an App?
• What are the most popular Types of App?
• How does this affect me?
• Ideation
• Handsets and Operating Systems
• Q&A
3. What is an App?
• App is short for application
• It’s a clever piece of software that does
something useful or valuable
• You download it onto your smart phone
– Or potentially onto your
computer, tablet, laptop...
4. Why?
• Apps have a global market
– Potential for massive growth
• Low entry level barriers to this market
– Cheap to prototype
– Cheap to develop
– Cheap to deliver
– Cheap to promote… well sometimes!
5. Different Types
• Calculation
• Entertainment
• Games
• News
• Productivity
• Search
• Social Networking
• Sports
• Travel
• Weather
• Education
6. Who do Apps do?
• They solve a problem…
• Games
• Search
• Productivity
• Sports
• Entertainment
7. Do Apps Make Money?
• Most don’t…
• Some do… a bit
• Every so often, one goes viral and
the developer becomes a millionaire
8. Yes, it IS worth billions already and its growing…
Yes, it will transform most industries, especially if you
sell consumer goods or services to the public
Do you need an app?
Perhaps.
It depends on what you want to achieve…
A better question for some people might be…
whose app should I be using?
9. Where do I find an idea for an App?
• Existing Business
• New Business
• Innovation emerges in
– Product or service
– Process
– Business model
• Apps can instantly change EVERYTHING!
EVERYTHING
10. The Market
• Global market
– Segmented by
• Language
• Culture
• Marketing Opportunities
• Smart phones : key factors
– Operating systems
– Market penetration
– Third party control of market places
13. Why are OS so important
• In order to access the whole market, you
need to build apps which work under each
of the operating systems – although it is
enough to build just one and see how it
goes before building it in the others…
• Android, IOS and Microsoft dominate.
• RIM is in trouble, Symbian is now defunct.
14. Part 2: The Market
• Handset Sales Statistics
– Smart phone market penetration
– An introduction to Virality
• Virality Coefficient
• Metcalfe’s Law
– Download statistics and analysis
• The Impact of Language & Culture
17. Broadband Access
• In 2012, smart phones
are FIVE TIMES more
popular as a means for
accessing the internet
than typical broadband
i.e. fixed connections.
18. • > 70% of all phones sold in
2012 will be smart phones
• 100% of all phones sold in
2013 will be smart phones
• People change phones in
less than two years which
means smart phones will be
the only platform by 2014.
19.
20. App Downloads 2011
Downloads
(Millions) Android iPhone iPad WP7 TOTAL
English
USA 673.99 378.09 79.46 12.07 1143.61
Great Britain 161.05 70.74 16.5 3.21 251.50
Australia 31.72 32.69 6.94 0.72 72.07
Canada 16.48 883.24 39.99 7.78 0.75 65.00
Korean
Korea 204.03 53.08 4.69 0.15
Japanese
Japan 100.97 107.25 7.86 0.19
21. App Downloads 2011
Downloads
(millions) Android iPhone iPad WP7
Germany German 98.70 46.15 11.33 2.43
Russia Russian 90.92 29.11 13.83 3.21
Spain Spanish 67.29 25.28 6.25 1.65
Taiwan 64.43
France French 56.85 43.79 9.67 1.55
Brazil Portuguese 50.88 19.88 3.98 0.89
Portugal 4.86 55.74 3.63 1.17 0.23
Italy Italian 53.42 39.73 8.39 2.31
China Chinese 25.28 246.37 74.63 3.93
Poland Polish 20.96 4.02 1.34 0.81
22. App Downloads 2012
1 billion per month 1 billion per month
53 per user 83 per user
23. Channels to Market
• Direct
• Marketplaces
– Apple
– Android
– Microsoft
– Other
• Embedded on handsets (pre-sold)
24. An Introduction to Virality
• Metcalfe’s Law
• Virality – different types
– Collaboration
– Utility
– Signature
– Social Network
– Other
25. The Importance of Virality
• Virality reduces your marketing costs.
• Virality encourages users to use your app
and encourage others to use your app…
• Virality is fundamental to the design of the
app and the business model. You can not
have enough Virality in any business!
26. Virality – The Hockey Stick
Cumulative users over time
18,000,000
16,000,000
14,000,000
12,000,000
Total users
10,000,000
8,000,000
6,000,000
4,000,000
2,000,000
-
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33
Time period
27. Virality – The Hockey Stick
• Regardless of the number of initial users,
regardless of the time it takes for them to
“infect” others, the path your user uptake
or app download will take will always be in
the shape of a hockey stick.
• Complex maths formulae can now predict
this and are crucial to any business plan.
28. Virality - Case Study
• Mathematical formula
• Key factors
– Cycle time
– Invitations
– Conversion Rate
– Retention
29. Virality Factors
• Cycle Time
• How long it take for someone to download, use,
like and start to recommend the app to others
• Invitations
• How many invitations they deliver to friends and
members of their network (address book)
• Conversion Rate
• How many of the invitations lead to downloads
• Retention
• How many of the people keep and use the app.
30. Viral Co-efficient
• This mathematical formula gives you a
viral co-efficient. A simple number.
• If the number is > 1 you’re in business!
• If the number is < 1, you will go bust.
• It really is that simple…
31. Demand is Infinite?
• As you become more successful, demand is not
infinite and the number of people who can be
invited and converted to users diminishes, but in
the more accurate models this is accounted for
using a term called saturation. This problem is
one of the underlying reasons why Facebook’s
share price was under pressure after its launch.
• If you start running out of potential customers –
consider that a definite sign of success!
32. Language & Culture
• The boundary on the app market is linguistic.
• Not just in the build, but also in the promotional
and marketing effort and after sales support.
English 500 million Mandarin 1,100 million
Spanish 400 million Hindi-Urdu 490 million
Russian 277 million Bengali 215 million
Portuguese 193 million Punjabi 109 million
Japanese 123 million Turkish 50 million
French 120 million
German 90 million
Korean 70 million
33. Part 3: Marketing
1. Review of the Four Factors
1. Cycle Time
2. Invitations
3. Conversion Rates
4. Retention
2. Customer Relationship Marketing
34. Cycle Time
• We can describe cycle time as how long it
take for someone to download, use, like
and start to recommend the app to others
• Make this as SHORT as possible.
• How?
• Look at the Freemium business model
35. The Freemium Model
• Pro • Con
• Shortens cycle time • Slow income growth
• Encourages users to • Too tightly restricted
trial and use the app service requires users
• Builds customer base to cross the “paywall”
• Optimises potential • Cost of free services
for “premium” sales exceeds premiums
36. Variations on Freemium
• Free during beta i.e. initial test period
– Encourages faster cycle time and more invitations
– Offer credits afterwards and/or via successful invitations
• Free trial period, before/after payment
– The more valuable the app becomes to the user over time, the
longer the trial should be, which may mean reducing the trial
period based on Metcalfe’s Law or even removing it altogether.
• If it’s a free service, the users are the product
– How do you monetize them? That’s a whole other seminar!
• Some or all of the above, on a phased basis…
37. Service Restrictions
• Feature
– a lighter or free version of software, such as Skype
• Time limited
– only usable free for thirty days, such as MS Office trial version
• Capacity limited
– can only be used to read one article, e.g. Harvard Business Review
• Seat or licence limited
– only usable on one computer, not across a network
– Only usable free by individuals, not by companies or organisations
• Customer class limited
– only usable by educational users
• Effort Limited
– all or most features are available for free, but require extended
unlocking which can be shortcut for a fee, via software or “key”.
38. Trust
“So you’ve built an app.. And you want me to
download it to my expensive smart phone…
hmm… ok… now just who the hell are you?”
39.
40. Ways to Create Trust 1
1. Trust Signals
1. Certification, Testimonials, Verifications, etc.
2. Transactional Assurances
1. Forms of payment and delivery
2. Data security and privacy
3. Policies and guarantees
4. Secure payment portals /markets
3. Appearance
1. Professional design
2. Sparseness and neatness
3. Organisation, clarity, intuitive user interface
41. Ways to Create Trust 2
4. Illustrate your Authority
1. Reviews and awards
2. Marquee clients
3. Media mentions
4. Trade associations & memberships
4. Illustrate who you are…
1. About Us
2. Blog
3. Social media links
4. Forego third party advertising revenue
42. Ways to Create Trust 3
7. Content & Product information
1. Give them as much as you can…
2. Avoid superlatives and spin, be HONEST!
3. Speak to the individual, don’t broadcast
4. Track users and roll out language versions
7. Engage and Support the Audience
1. Offer every form of support possible
2. Maintain contact with your customer base
3. Go the extra mile or kilometre to solve problems
43.
44. Reducing Cycle Time
• We can describe cycle time as how long it
take for someone to download, use, like
and start to recommend the app to others
• Download speed
• Intuitive user focused design
• No bugs!
45.
46. Invitations
• Invitation is many invitations users deliver
to friends and people in their network(s)
• What role does reciprocity play?
• Do you use incentives? What type?
• Do you restrict them to create scarcity?
• How valuable is your app?
• Do you offer one-to-one or one-to-many?
48. Invitations
• Link your invitation strategy to promotion
and marketing, including all possible PR
and similar opportunities, on and off-line.
• Who is your target audience?
• How can you communicate with them?
• Will peer-to-peer invitations work?
• How do you avoid spam-like issues?
49.
50. Conversion Rate
• What do the new users think and feel?
• Consider using split tests for different offers
• Does this data change your business strategy?
• Would variations on freemium be a better option?
• Use third party paying customer reviews
• What feedback are you getting on your app?
• Compare converted versus non-users
• Can you track them across your website?
• How does their behaviour differ and what does this tell you?
51.
52. Retention
• Does the app serve a useful long term
purpose or will it be just a fad?
• Currently it is estimated that 26% of all
downloaded apps are discarded.
Yes, the background image is of a net!
54. CRM
• Customer Relationship Marketing
• Online
– Email
– SMS
– VMS
– IM
• Multiple Languages
• Multiple Time Zones
55. Part 4: Funding Your App
• Why A Funding Plan & Stream is Key
– Proof of Concept
– Proof of Model
– Growth: Cost v Revenue
– Source of Funds / Standard “Plays”
• Cost Structures
• Revenue Streams & Monetization
56. Market Entry
• Whilst building an app is relatively cheap
and getting up on the main markets is a
relatively simple process, you will then be
competing for attention with one gazillion
other apps. More than 90% of your funds
will inevitably be spent on promotion, in all
its many forms, both online and traditional.
Getting in is easy.
Getting noticed isn’t.
57. Proof of Concept
• We all start with an idea.
• The first task is to prove it can
be done but its not a case of
“build it and they will come”.
• What is needed next is a proof
of concept relating NOT to the
app but to the business
model.
58. Proof of Model
• Aside from the mechanics of just how viral
your app is and how rapidly you can grow
the user base, the key is revenue streams.
• How many streams have you got?
• How much will they deliver?
• How has performance mapped against
your initial targets and assumptions?
59. Proof of Model
• How are you projecting growth?
• When do you reach breakeven?
• Bear in mind that these can be displayed in terms
of user numbers rather than a specific timeline.
• When do you start to make a profit?
• What is the cost of acquisition per user?
• What is the revenue per user?
60. Avoiding Bootstrapping
• Bootstrapping: “a self-sustaining process
that proceeds without external help.”
• App developers often fall into the trap of
seeking to bootstrap.
• It fails because you can
not grow fast enough…
61. Avoid Bootstrapping
• Lack of sufficient funds is the
most critical problem faced by
early stage businesses…
• Have a clear strategy for the
app’s release and promotion
• Anticipate third party funding –
start on the business plan now.
62. Revenue Streams
• Purchase
• Higher risk of piracy and copying of your app
• Lower user growth rate
• Donation:
• It builds the love but… love don’t buy you money!
• Freemium
• The basic Apps is free but people pay for the extras.
• Advertising Supported
• Dominated by gaming / entertainment apps
• eCPM, CTR and Global Fill Rate (GFR)
• Generalised or Specialist Niche promotion
63. Funding Pathways
• 1st round
– Personal & Sweat Equity
– Family / Friends / Co-Developers
• 2nd round
– Business Angel
– R&TD or similar Grant Aid
• 3rd round
– Venture Capital / Acquisition
65. • OMGPOP built an App
called Draw Something.
• It’s adoption was simply
spectacular with 1 million
downloads in the first 9
days from launch. This
peaked at 35 million within
a matter of months and
prompted Zynga to pay
USD 180 million for the
company, not much more
than two years after a few
guys thought of the idea…
66. The End
• Solve a problem and you have a business.
• Solve a common problem and you have a
potentially far bigger business.
• Only five billion phones out there…
• Imagine if everyone wanted your app!
Yes Its worth billions already and its growing No But it can transform your industry Maybe It depends on what you want to achieve… A better questions is who pays!