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Samsung Mobile Apps Classroom Presentation Guide

Samsung Mobile Apps Classroom Presentation Guide. Program Overview. Introductions Program Summary and Goals: To learn about the multiple stages of mobile app development Students to develop their own mobile app “ big idea ” concepts that could be the next big thing. Samsung Galaxy

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Samsung Mobile Apps Classroom Presentation Guide

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  1. Samsung Mobile Apps Classroom Presentation Guide

  2. Program Overview • Introductions • Program Summary and Goals: • To learn about the multiple stages of mobile app development • Students to develop their own mobile app “big idea” concepts that could be the next big thing

  3. Samsung Galaxy Product Portfolio • http://youtu.be/jh3N_9Vd8Us

  4. The Market Content and Experience Rule Print Books • Immersive, long-flowing narrative • Connects story to reader’s imagination • INTERACTION: Little to none Print Magazines • Mix of bite-sized articles, long-form stories and photo essays • INTERACTION: letters to editor/staff Television • Visual entertainment • INTERACTION: none, yet Websites/Blogs • Info, articles, video, audio, etc. • Very DIY • INTERACTION: create your own, ability to comment, share via social media, etc. Mobile/New Media • All of the above but can access from anywhere at any time. • Inherently social and interactive • Connects many ideas and technologies • ... is the King of Content

  5. The Market • How Mobile Is Changing Behavior? • Lean back surfing on tablets • Forrester report: 85% of tablet owners in the U.S. use while watching TV • Less talking and more texting • Demanding any information I need, wherever I want it, whenever I want it • What do you do with your mobile phone or tablet?

  6. The Market • 5.3 billion mobile users • (7 billion people in the world) • 90% of the world has mobile coverage Source: digitalbuzzblog.com | onlineschools.org | onedeviceresearch.com | canalys.com | inner-active.com |

  7. The Market

  8. The Market • Entertainment, information, and social are the top reasons people stay connected Source: digitalbuzzblog.com | onlineschools.org | onedeviceresearch.com | canalys.com | inner-active.com |

  9. The Market • Mobile Internet will overtake desktop Internet by 2015 Source: digitalbuzzblog.com | onlineschools.org | onedeviceresearch.com | canalys.com | inner-active.com |

  10. The Market

  11. Activity #1 Commonalities and Teams • Build teams • Form the groups / divide into small groups • Name your group • Discussion topics and group presentations

  12. The Market • What is an App? • Web app • Facebook app • Mobile app • Basically, an app is a standalone software program integrated into a platform.

  13. The Market New Mobile Tech • M-commerce • NFC (Near Field Communication) • Augmented Reality (AR) • QR Codes • Object Recognition

  14. The Market M-Commerce • Growing use of smartphones and tablets to make purchases • Forrester reported approx. 38% of owners used their phone to buy something as of November 2011

  15. The Market NFC (Near Field Communication) • http://www.youtube.com/watch?v=6tBAB5ls5vM

  16. The Market Augmented Reality (AR) • http://www.youtube.com/watch?v=Uh7eQkV0dLM

  17. The Market QR Codes • Act as markers • Connect to digital content

  18. The Market Object Recognition Example: Aurasma

  19. The Market • Careers That Involve Mobile and Tablet Apps • Software Engineering • Hardware Engineering • Chemistry • Hardware Product Design • Software Product Design • Programming • Creative • Advertising • Many, many more…

  20. App Showcase • What apps do you use? • Why do you use them? • What apps have you heard of? • How do you hear about cool apps?

  21. App Showcase Social

  22. App Showcase Gaming

  23. App Showcase Entertainment

  24. App Showcase Magazine/News

  25. App Showcase Utility

  26. Develop Types Types of Mobile Apps • Native Apps • Web Apps • Hybrid Apps (Web) • Hybrid Apps (Mix)

  27. Creating an App 5D Process to Launch

  28. 5Ds Discover • Discover • Learn Everything You Can • The market • The competitors • Who you are selling to • Access to resources

  29. Discover The Idea • What Makes a Good Idea? • Ideas can come from anywhere • Good ideas have to fill a need or create a desire • Where did digital social media come from? • Did we need it or did we learn to desire it?

  30. Discover The Idea What is Already in the Market? • Know your competition • Find a way to be better, faster, smarter • Build a better mousetrap

  31. Discover The Idea • Envision the Final Product • What does it do? • How do you interact with it? • Is it for a single purpose or will I expand it? • Then work backward through the steps to get there.

  32. Discover The Idea What Resources Do You Need? • Time • People • Money

  33. Discover The Idea • What Resources Do You Need? • Time • Are you full-time on the project? • Are you part-time? • Be realistic. Everything takes more time than expected.

  34. Discover The Idea What Resources Do You Need? People • The number-one most difficult resource to find is the right people • Pay, trade, or include - Pay for the work - Trade for something you can give them - Include them in your business • Creative • Development • Marketing

  35. Discover The Idea • What Resources Do You Need? • Money • Always available for the right idea • Know how much you’ll need • New funding sources like Kickstarter.com - Crowdsourcing an investment in the ideas

  36. Discover The Plan Creative Brief Identify • Audience • Tone • Identity elements like colors, fonts, logos • Features and benefits • Special aspects that need to be considered

  37. Activity #2 The Big Idea and Creative Brief Visualize an idea, define the project and then present • Work the idea through a Creative Brief exercise • Present the Creative Brief to the group

  38. 5Ds Define Define • Plan the idea • Think through a Functional Specand put it on paper • Plan your timing • Plan for hiccups

  39. Define Functional Specifications • Functional Specifications • Road map of the workings of the app • Can contain the technical documentation • Used by teams to understand the app before it gets developed • Used by development to ensure they are getting all the pieces necessary for building

  40. Define User Journey User Journey • User experience (UX) • Interaction between the device and user • User interface (UI) • The layout of the objects on the screen

  41. Define Wireframes Wireframes • Screens that show UI • All screens are created as a wireframe before development

  42. Define User Journey User Journey • Display/create a user journey

  43. 5Ds Design Design • Get a rough-sketch concept • Test it with friends, family, others • Create the primary screens

  44. Design UI and UX • User Interface (UI) and User Experience (UX) • Creative Strategy • Entertainment, utility, reference, etc. • Who is your target audience? • Tactical Screens • Home page • Drill-down pages • Primary screens • Secondary screens

  45. Design User Journey

  46. Design Tablet Design Elements • Standard Mobile and Tablet Design Elements • App Icon • Splash Screen • Home Screen • Primary Navigation • Secondary Navigation • Buttons • Icons • Gestures

  47. Design User Journey Wireframes

  48. Design User Journey Wireframes

  49. Design User Journey Wireframes

  50. Design User Journey Wireframes

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