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Bad App - Killer App:   How to Create a Compelling Mobile Experience Christopher May VP Creative Plastic Mobile November 29, 2010
(with extra awesomeness)
There is no magic to the formula:   Just a few simple governing principles can get you well on your way!
1. Starting Point  Ask “why?” {  A question everyone should seriously start with  }
What is the big idea? Who is our audience?  What is the business model? Why do we want to build this?
What is the big idea? Who is our audience?  Do users really want an app from us? What is the business model? Why do we want to build this?
Bandwagon
Engage  your users
BRAND USER
2. Define Interactive Experience
2. Define Interactive Experience
2. Define Interactive Experience
2. Define Interactive Experience
2. Define Interactive Experience   3P’s of interactivity  {  not to be confused with the 4P’s  }
Participation:  The act of taking part in an activity through interaction.The Cause and effect of users input commands (via; mouse, keyboard, joystick, touch screen, etc.) to affect the outcome of the experience.
Perspective:  Influencing the opinions of the user towards the brand and/or product and/or experience. Simply put “how do you make someone smile or have the light bulb turn on over someone’s head”?
Pleasure & Reward:  What does the user get out of it? There are two aspects to pleasure and reward the first being tangible (i.e. I scan a QR code and get a coupon). The second and more powerful is the intangible (ie: user feeling a sense of accomplishment, status, fulfillment, etc.).
Engagement.
Conversation.
Connection. BRAND USER
Mobile Manifesto {  long live small screens  }
01. Be yourself. {  What makes sense to your brand, product, idea  }
02. Focus on the core. {  Know your business outcome and your user needs. Focus your    efforts on that and not on functionality and features alone.  }
03.  Unique is chic. {  Does the world really need another fart app?  }
04. Keep it simple. {  Simplify your interface. Sometime it’s as much and exercise of    what you leave out as to what you put in  }
05. Tacky vs. Tactile. {  Engagement – but not at the cost of solid user experience.  }
06.  Touch me. {  User will be using their fingers to press, pinch & swipe. This    translates quick differently to how you design the experience and    interface compared to web where users may use a mouse to click    and drag  }
07.  Think small. {  Your app is not your website shrunk down  }
08.  You have my attention... now what? {  Captivate your user or face being deleted.  }
09.  You have 1 chance. {  Once you have lost your user, chances of getting them back is    extremely low.  }
10.  Build once. Update frequently. {  Make sure you launch with everything. Build evangelists by    listening to your users feedback and incorporate improvements    on your great app  }
11.  All devices are not created equally. {  Know the native platform advantages, limitations, specs, etc.  }
12.  Meet me at the corner. {  People are typically using mobile apps out of home and on the go  }
13.  Social by heritage. {  Enhances the ability for people to connect). Any many tools to do    it (phone, camera, data, mobility, etc.).   }
14.  Always on. {  Anytime. Anywhere. However don’t abuse your users trust!  }
Positioning your app for success: Entertainment Functional Tool Serious Fun
Entertainment Functional Tool Serious Fun Media & Content; Positioning your app for success:
Entertainment Functional Tool Serious Fun Branded entertainment; Gaming; Transmedia Positioning your app for success:
Entertainment Functional Tool Serious Fun Business & Mission Critical Tools; Positioning your app for success:
Questions?

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Bad App - Killer App: How to Create a Compelling Mobile Experience

  • 1. Bad App - Killer App: How to Create a Compelling Mobile Experience Christopher May VP Creative Plastic Mobile November 29, 2010
  • 3. There is no magic to the formula: Just a few simple governing principles can get you well on your way!
  • 4. 1. Starting Point Ask “why?” { A question everyone should seriously start with }
  • 5. What is the big idea? Who is our audience? What is the business model? Why do we want to build this?
  • 6. What is the big idea? Who is our audience? Do users really want an app from us? What is the business model? Why do we want to build this?
  • 8. Engage your users
  • 10. 2. Define Interactive Experience
  • 11. 2. Define Interactive Experience
  • 12. 2. Define Interactive Experience
  • 13. 2. Define Interactive Experience
  • 14. 2. Define Interactive Experience 3P’s of interactivity { not to be confused with the 4P’s }
  • 15. Participation: The act of taking part in an activity through interaction.The Cause and effect of users input commands (via; mouse, keyboard, joystick, touch screen, etc.) to affect the outcome of the experience.
  • 16. Perspective: Influencing the opinions of the user towards the brand and/or product and/or experience. Simply put “how do you make someone smile or have the light bulb turn on over someone’s head”?
  • 17. Pleasure & Reward: What does the user get out of it? There are two aspects to pleasure and reward the first being tangible (i.e. I scan a QR code and get a coupon). The second and more powerful is the intangible (ie: user feeling a sense of accomplishment, status, fulfillment, etc.).
  • 21. Mobile Manifesto { long live small screens }
  • 22. 01. Be yourself. { What makes sense to your brand, product, idea }
  • 23. 02. Focus on the core. { Know your business outcome and your user needs. Focus your efforts on that and not on functionality and features alone. }
  • 24. 03. Unique is chic. { Does the world really need another fart app? }
  • 25. 04. Keep it simple. { Simplify your interface. Sometime it’s as much and exercise of what you leave out as to what you put in }
  • 26. 05. Tacky vs. Tactile. { Engagement – but not at the cost of solid user experience. }
  • 27. 06. Touch me. { User will be using their fingers to press, pinch & swipe. This translates quick differently to how you design the experience and interface compared to web where users may use a mouse to click and drag }
  • 28. 07. Think small. { Your app is not your website shrunk down }
  • 29. 08. You have my attention... now what? { Captivate your user or face being deleted. }
  • 30. 09. You have 1 chance. { Once you have lost your user, chances of getting them back is extremely low. }
  • 31. 10. Build once. Update frequently. { Make sure you launch with everything. Build evangelists by listening to your users feedback and incorporate improvements on your great app }
  • 32. 11. All devices are not created equally. { Know the native platform advantages, limitations, specs, etc. }
  • 33. 12. Meet me at the corner. { People are typically using mobile apps out of home and on the go }
  • 34. 13. Social by heritage. { Enhances the ability for people to connect). Any many tools to do it (phone, camera, data, mobility, etc.). }
  • 35. 14. Always on. { Anytime. Anywhere. However don’t abuse your users trust! }
  • 36. Positioning your app for success: Entertainment Functional Tool Serious Fun
  • 37. Entertainment Functional Tool Serious Fun Media & Content; Positioning your app for success:
  • 38. Entertainment Functional Tool Serious Fun Branded entertainment; Gaming; Transmedia Positioning your app for success:
  • 39. Entertainment Functional Tool Serious Fun Business & Mission Critical Tools; Positioning your app for success: