1 / 66

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

damara
Download Presentation

Samsung Mobile Apps Classroom Presentation Guide

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  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

More Related