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Why do mobile projects fail?
                  Presentation & Discussion



                 Matthew Langham

                   Indiginox GmbH

     Warning: There is no source code in this presentation!
Short answer



• Because it’s harder than it looks!
http://www.flickr.com/photos/cameronparkins/3220496811/




• Thanks and have a good journey
  home....
Matthew Langham
•   Co-Founder - Indiginox GmbH
•   Independent enterprise consultant for Mobile
    strategies
•   Mobile project management for Mobile operator and
    corporate customers
•   Mobile development
•   Author & Speaker
•   matthew.langham@indiginox.com
•   @silentpenguin or @indiginox
Goal

• Pin needles into the map of mobile
    project development to provide you
    with some “focus points”


•
Why do mobile projects fail?
 • Of course - for the same reasons other IT
   projects fail ...
  •   Too little stakeholder involvement

  •   Poor or unrealistic requirements

  •   Unrealistic time scales

  •   Scope creep over the development period

  •   No management of change control

  •   Quality assurance
But most often ..


• “No matter what they tell you, it's
  always a people problem.”
 •   Gerald Weinberg (The secrets of consulting)
• Eric Schmidt (Google) said: “Mobile
  First!”


• I say: “Think First!”
Mobile projects present
  additional challenges
• Challenges affect the different phases
  of a project
 •   Conception

 •   Implementation & Testing

 •   Deployment

 •   Business
• The biggest mistakes are made before
  a line of code is written
Conception




       http://www.flickr.com/photos/mukluk/174688752
Do you know what you’re
        doing?
•   Starting the project without understanding what
    you are dealing with can be deadly
    •   “We’ve bought 500 iPads - and now we need an app!”

    •   “We need a native app for iPhone, iPad, Android, BlackBerry -
        oh - and Windows Phone”
        •   “Have you thought about a cross-platform Web app?”

        •   “huh”?

    •   “Our budget is xyz € and we need two apps that work on both
        iOS and Android finished by the 1st of December - can you do
        it? We haven’t completed the requirements list but we know
        someone who knows someone who did a prototype in 5 days”
Are you sure?

• Functional requirements from people
  who don’t understand the technology
 •   “Build a mobile widget that is just like ‘need for
     speed’”

 •   “Build an Android Facebook home-screen widget
     for this low cost device that is just as fast as the
     native app on my high-end device”

 •   “I want the App store to launch with 1.000 Apps!”
The challenge


• How can we educate all project
  stakeholders so that they know
  enough about the technology to make
  informed decisions?
The perspective challenge
http://en.wikipedia.org/wiki/File:Handshake_(Workshop_Cologne_%2706).jpeg
Technology “ripening”
•   Operating systems for mobile devices are
    often released too early
    •   Very short release cycles during device and system
        development
        •   Often several times a week

        •   Functionality comes and goes depending on the release

    •   Example: Changing the browser rendering engine during
        device development

    •   “iOS devs: is it just me or is iOS5 getting even more buggy
        with each beta release?“ - kevinrose (01.09.2011)
Technology influence
• Vendors and operators influence what
  goes into the device (and operators
  own the network)
 •   Don’t make assumptions!

• The underlying operating system plays
  a major role for your application
 •   Even if you’re designing a Web app
Who’s leading Who?
•   Mobile technology is still developing very rapidly
    •   Make sure your project won’t be obsolete by the time it’s finished

    •   Plan iterations to make sure you keep up with new developments

•   Did you develop for WebOS?
•   Today, software innovation outpaces network
    innovation by at least a factor of five: application
    developers often reach market in only three to six
    months, while operators take 18-24 months to launch a
    new service.
    •   Mobile-Developer_Econonomics_2011 (VisionMobile)
Technology cracks


• Fragmentation will remain the
  problem
 •   And I don’t just mean Android...
     •   e.g. Mobile browsers or BlackBerry operating systems
Choosing resources
•   “Developers, Developers, Developers!”
•   “Readily available” mobile development is still
    relatively new
    •   Downloadable SDK

    •   Accessible devices

    •   Testing via simulators

•   It’s difficult to find an all-rounder
    •   iOS, Android and BlackBerry please
Choosing resources
•   Google releases first “early look” Android SDK
    •   November 2007

•   Apple released the first beta version of the native iOS
    SDK
    •   March 2008

•   So, don’t go looking for the mobile developer with 10
    years of Android development expertise!
    •   And also don’t trust anyone that experienced

•   Choose motivated and technically savvy resources with
    “mobile” experience and an eye for the challenges
Choosing resources
Choosing resources

• Does your developer really know
  mobile?
 •   “They don’t seem to grasp that one must
     understand the native environment you’re
     working in before going ahead and writing a
     program to run within it.”
      •   Andy Firth - http://altdevblogaday.com/2011/08/06/demise-low-
          level-programmer/
Choosing resources
•   Developers are increasingly experimenting with
    more and more platforms
•   Developers use on average 3.2 platforms
    concurrently based on a sample of 850+ online
    respondents. This represents a 15% increase
    from last year’s figure, indicating how developers
    are more willing to experiment with new
    platforms and actively transitioning to new ones
    •   Mobile-Developer_Economics_2011 (VisionMobile)
Choosing resources
•   But it’s not just developers...
•   Great application user interface design
    •   Not every UI designer knows mobile

    •   Photoshop is not a mobile development tool!

•   Find designers who understand the technology implications
    •   resolution, screen size

    •   touch vs. non-touch

    •   mobile vs. tablet

    •   browser vs. app flow

•   You attended the sessions on these topics - right?
Choosing resources


• Find experienced mobile project
  managers, designers, developers and
  testers who can lead the team and act
  as mentors
Implementation & Testing
Before we begin


• Storyboard the application using
  mockups
 •   Use a tool like Balsamiq

 •   Test out your concepts with a target audience
Before we begin

• Design the application with an
  understanding of the technology
  you’re targeting for
 •   “Well it looked fine on an iPhone...” -

 •   “But we were targeting a BlackBerry with OS 5”

 •   Did you remember not just to design for
     portrait mode?
Before we begin
•   Make your design “intelligent”
    •   Use things like CSS media queries to be responsive

    •   Computers aren’t the only piece of hardware with a web
        browser anymore

    •   Look at “Mobile First” and add other layers as needed

•   Make sure your application is designed to
    look as though it is doing something
    •   Mobile networks can be slow - so pretend they’re not and
        cache if you can!
Before we begin
•   A single bad screen can cost millions of dollars in
    lost revenue and brand value

•   You get only one chance to make a first
    impression




•
Mobile UI Performance




•   http://www.smashingmagazine.com/2011/07/18/seven-guidelines-for-designing-high-performance-mobile-user-
    experiences/
Mobile Browsers

• “I thought everyone used WebKit
  now”
 •   Yes, well, not quite - around 55%

 •   And they are all different!

 •   http://www.quirksmode.org/webkit_mobile.html
Did you pick the right
       technology?



• Web Apps vs. Native Apps
Web Apps vs Native Apps
• Web Apps
 •   Advantages
     •   Developers only need know-how in HTML, JavaScript and CSS

     •   A single application can run on a variety of devices

     •   Libraries available to make customization easier (e.g. SenchaTouch, jQuery
         Mobile )

     •   Applications can be customized for individual resolutions and orientation if
         needed (landscape vs. portrait)

     •   HTML5 and browser implementations are becoming increasingly standardized

     •   Deployment to a Web Server instead of app store, updates are immediately
         available
Web Apps vs Native Apps
• WebApps
 •   Disadvantages
     •       Browser != Browser

     •       User interaction / interface can be limited compared to a native application

     •       Performance of things like transitions, animations can be poorer

     •       Integration of device specific technologies (camera, GPS) is lacking

         •       Evaluate using something like PhoneGap


     •       Enabling “native” look and feel (like swipe on iOS) may mean including several
             different libraries

     •       Discoverability (how do customers find your app)
Web Apps vs Native Apps
• Native Apps
 •   Advantages
     •   Performance on specific devices

         •   e.g. Angry Birds on HTC Wildfire


     •   Usability, Design can be implemented specifically for a device

     •   Integration of things like camera, GPS, device notifications

     •   Integrated development tools (design, test, simulator)

     •   Discoverability through app store

     •   Sell apps for $$$
Web Apps vs Native Apps

• Native Apps
 •   Disadvantages
     •   Loss of customer retention through app store model

     •   Apps need to be developed for individual platforms (higher skill level)

     •   Deployment of apps for a targeted audience (e.g. enterprise) is
         difficult

     •   Updates via store (iOS) take longer

     •   App store “owner” can refuse your app
Web Apps on Steroids

• Phone Gap
     •   Provides access to native functionality for Web Apps




 •
No silver bullet!


• Don’t let anyone tell you it’s “either
  or”
• It should always be a well-informed
  use-case based decision
What type of App?




http://www.zokem.com/2011/03/youtube-top-installed-app-facebook-leads-in-unique-users/
Testing
•   Testing a mobile application is time consuming
•   Simulators are available
    •   Often part of the SDK (e.g. iOS)

    •   HTML 5 - Ripple - http://ripple.tinyhippos.com/

•   Testing on actual devices is mandatory!
    •   Make sure you test on the correct OS version

•   Also consider services such as
    DeviceAnywhere.com
Testing


• Make sure you know which device
  your boss / customer is using - and
  test first on that one
Testing
Engaging Mobile developers
•   Getting others to increase the value of your
    offering by building an application eco-system
    around your core business
    •   Provide APIs into your data (REST based)

    •   Provide a signup-service for applications (signup, get key etc.)

    •   Provide an SDK including a sample application

    •   Provide support (e.g. via a google news group)

    •   Highlight good applications on a showcase Web-site / & go to
        conferences

    •   Make sure communication is 2-way

        •   Make sure you have a channel from the outside into your company
Deployment




         http://www.flickr.com/photos/isawnyu/4566381520
Deployment
•   Deploying an app into an App store takes time and
    effort
    •   Plan for signing (if required)

    •   Plan for the acceptance period (dependent on App store)

    •   Plan for iterations as you need to update assets such as
        screenshots, descriptions (multi-language anyone?)

    •   Is the App store set up to support the devices you wrote the app
        for

    •   If the App store is available in different countries - have you
        tested with foreign sim-cards? Do you know what the limitations
        of those countries are?
War of the App stores
• App Stores today: 121 (August 2011,
  Wiconnector)
 •    But growth is slowing!

 •   And quite a few will disappear again

• Whitelabel solutions (from companies
  such as Appia) mean that the variety of
  App stores will increase
 •   e.g. Appia powers the new Opera app store
War of the App stores

• Which one?
 •   Reach

 •   Billing process

 •   How attractive is the app store (i.e. volumes)

 •   How good is the revenue share and overall
     revenue

 •   How easy is it to upload an app
Not just an App store
•   Complex infrastructures
    •   Upload platform

    •   Shop / Discovery platform

    •   Recommendation platform

    •   Search Engine

    •   Download platform

    •   Routing gateways

    •   Billing system

    •   Reporting system

    •   SAP
Business




     http://www.flickr.com/photos/59937401@N07/5474437939
“Your cell phone has more computing power than
all of NASA in 1969.


NASA launched a man to the moon. We launched a
bird into pigs.”


(via Twitter)
Hot sellers
•   Angry Birds
    •       Over 250 million downloads total (June 11)

    •       80% of owners do updates

    •       30 million downloads on Android (March 11)

    •       $1 million / month through ad revenue on Android
        •       Advantage - turnover through whole app lifecycle (including free updates)

    •       iOS - Sold for a price - only monetization on initial purchase

    •       Now additional monetization through in-app purchase - Mighty Eagle
        •       Costs € 0,79 and has been downloaded over 2.000.000 times

    •       ... and then ... cuddly toys, movie tie-in (“Rio”), TV series ..

    •       So it was easy .... right?
Hot sellers
•   Angry Birds .. not quite so simple..
    •       Rovios 52nd title

    •       Titles written for companies such as EA, Digital Chocolate

    •       Initially spent € 100.000 to develop Angry Birds

    •       When it was released in December 2009 in the English speaking App Store
            - it was a flop!
        •      Tough to break into that market from the get-go

    •       Rovio tried to get a following in the smaller markets
        •      Sweden, Denmark and Greece

    •       Then published via Chillingo and with Apple’s help featuring the app on the
            UK App Store - launched new versions in February 2010
        •      And the rest is history
Hot sellers
•   What makes Angry Birds successful?
    •   Simple to play - difficult to master

    •   Constant rewards in the game

    •   Active continuous relationship with the customer

    •   Regular updates for free and new versions with a theme
        (halloween etc.)

    •   Cared about feedback from the customers
        •   Phoenix bird that ignites the structure was a suggestion from a customer

    •   Rovio were able to create a “buzz” around the game
Before you get too excited
Before you get too excited

• The average smartphone user in a
  study added just 2.5 new apps per
  month.
• 37 percent of users added no new
  apps at all.
  http://www.wirelessintelligence.com - Study was based on an analysis of more than 2,100 smartphone
          users (iPhone, Android, BlackBerry and Symbian) in the US and UK during January 2011
Keep track of your users
• App Analytics
 •   Track app users, sessions, platforms, demographics, ...

• Solutions
 •   Flurry.com

 •   Localytics.com

 •   Google Analytics

 •   Let Facebook do the work
It’s just business

• “Mobile apps aren’t a get rich quick
  scheme where you can be oblivious
  to best practice. “
• “Usual business rules apply and there
  are extra mobile rules for the
  unwary.”
 •   Simon Judge
Mobile in the enterprise
•   Consumerization of the enterprise
    •   Employees expect the same seamless experience with mobilized
        enterprise applications as they have with the ones they use privately
        •   This is further enhanced by “bring your own device” policies

    •   Porting an enterprise application UI to a mobile device can be
        challenging

•   Additional enterprise challenges
    •   Resistance to change

    •   Legacy systems, data security, personal data ....

    •   Limited peer sharing of experience or “best practices”
Thanks for staying to the end!

  “Ever tried. Ever failed. No matter. Try
  Again. Fail again. Fail better” - Samuel
  Beckett


     matthew.langham@indiginox.com

     photo on slide 1 (c) Frank Köhntopp - used with permission - http://www.flickr.com/photos/koehntopp/

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Why Do Mobile Projects Fail?

  • 1.
  • 2. Why do mobile projects fail? Presentation & Discussion Matthew Langham Indiginox GmbH Warning: There is no source code in this presentation!
  • 3. Short answer • Because it’s harder than it looks!
  • 5. Matthew Langham • Co-Founder - Indiginox GmbH • Independent enterprise consultant for Mobile strategies • Mobile project management for Mobile operator and corporate customers • Mobile development • Author & Speaker • matthew.langham@indiginox.com • @silentpenguin or @indiginox
  • 6. Goal • Pin needles into the map of mobile project development to provide you with some “focus points” •
  • 7. Why do mobile projects fail? • Of course - for the same reasons other IT projects fail ... • Too little stakeholder involvement • Poor or unrealistic requirements • Unrealistic time scales • Scope creep over the development period • No management of change control • Quality assurance
  • 8. But most often .. • “No matter what they tell you, it's always a people problem.” • Gerald Weinberg (The secrets of consulting)
  • 9. • Eric Schmidt (Google) said: “Mobile First!” • I say: “Think First!”
  • 10. Mobile projects present additional challenges • Challenges affect the different phases of a project • Conception • Implementation & Testing • Deployment • Business
  • 11. • The biggest mistakes are made before a line of code is written
  • 12. Conception http://www.flickr.com/photos/mukluk/174688752
  • 13. Do you know what you’re doing? • Starting the project without understanding what you are dealing with can be deadly • “We’ve bought 500 iPads - and now we need an app!” • “We need a native app for iPhone, iPad, Android, BlackBerry - oh - and Windows Phone” • “Have you thought about a cross-platform Web app?” • “huh”? • “Our budget is xyz € and we need two apps that work on both iOS and Android finished by the 1st of December - can you do it? We haven’t completed the requirements list but we know someone who knows someone who did a prototype in 5 days”
  • 14. Are you sure? • Functional requirements from people who don’t understand the technology • “Build a mobile widget that is just like ‘need for speed’” • “Build an Android Facebook home-screen widget for this low cost device that is just as fast as the native app on my high-end device” • “I want the App store to launch with 1.000 Apps!”
  • 15. The challenge • How can we educate all project stakeholders so that they know enough about the technology to make informed decisions?
  • 18. Technology “ripening” • Operating systems for mobile devices are often released too early • Very short release cycles during device and system development • Often several times a week • Functionality comes and goes depending on the release • Example: Changing the browser rendering engine during device development • “iOS devs: is it just me or is iOS5 getting even more buggy with each beta release?“ - kevinrose (01.09.2011)
  • 19. Technology influence • Vendors and operators influence what goes into the device (and operators own the network) • Don’t make assumptions! • The underlying operating system plays a major role for your application • Even if you’re designing a Web app
  • 20. Who’s leading Who? • Mobile technology is still developing very rapidly • Make sure your project won’t be obsolete by the time it’s finished • Plan iterations to make sure you keep up with new developments • Did you develop for WebOS? • Today, software innovation outpaces network innovation by at least a factor of five: application developers often reach market in only three to six months, while operators take 18-24 months to launch a new service. • Mobile-Developer_Econonomics_2011 (VisionMobile)
  • 21. Technology cracks • Fragmentation will remain the problem • And I don’t just mean Android... • e.g. Mobile browsers or BlackBerry operating systems
  • 22. Choosing resources • “Developers, Developers, Developers!” • “Readily available” mobile development is still relatively new • Downloadable SDK • Accessible devices • Testing via simulators • It’s difficult to find an all-rounder • iOS, Android and BlackBerry please
  • 23. Choosing resources • Google releases first “early look” Android SDK • November 2007 • Apple released the first beta version of the native iOS SDK • March 2008 • So, don’t go looking for the mobile developer with 10 years of Android development expertise! • And also don’t trust anyone that experienced • Choose motivated and technically savvy resources with “mobile” experience and an eye for the challenges
  • 25. Choosing resources • Does your developer really know mobile? • “They don’t seem to grasp that one must understand the native environment you’re working in before going ahead and writing a program to run within it.” • Andy Firth - http://altdevblogaday.com/2011/08/06/demise-low- level-programmer/
  • 26. Choosing resources • Developers are increasingly experimenting with more and more platforms • Developers use on average 3.2 platforms concurrently based on a sample of 850+ online respondents. This represents a 15% increase from last year’s figure, indicating how developers are more willing to experiment with new platforms and actively transitioning to new ones • Mobile-Developer_Economics_2011 (VisionMobile)
  • 27. Choosing resources • But it’s not just developers... • Great application user interface design • Not every UI designer knows mobile • Photoshop is not a mobile development tool! • Find designers who understand the technology implications • resolution, screen size • touch vs. non-touch • mobile vs. tablet • browser vs. app flow • You attended the sessions on these topics - right?
  • 28. Choosing resources • Find experienced mobile project managers, designers, developers and testers who can lead the team and act as mentors
  • 30. Before we begin • Storyboard the application using mockups • Use a tool like Balsamiq • Test out your concepts with a target audience
  • 31.
  • 32. Before we begin • Design the application with an understanding of the technology you’re targeting for • “Well it looked fine on an iPhone...” - • “But we were targeting a BlackBerry with OS 5” • Did you remember not just to design for portrait mode?
  • 33. Before we begin • Make your design “intelligent” • Use things like CSS media queries to be responsive • Computers aren’t the only piece of hardware with a web browser anymore • Look at “Mobile First” and add other layers as needed • Make sure your application is designed to look as though it is doing something • Mobile networks can be slow - so pretend they’re not and cache if you can!
  • 34. Before we begin • A single bad screen can cost millions of dollars in lost revenue and brand value • You get only one chance to make a first impression •
  • 35. Mobile UI Performance • http://www.smashingmagazine.com/2011/07/18/seven-guidelines-for-designing-high-performance-mobile-user- experiences/
  • 36. Mobile Browsers • “I thought everyone used WebKit now” • Yes, well, not quite - around 55% • And they are all different! • http://www.quirksmode.org/webkit_mobile.html
  • 37. Did you pick the right technology? • Web Apps vs. Native Apps
  • 38. Web Apps vs Native Apps • Web Apps • Advantages • Developers only need know-how in HTML, JavaScript and CSS • A single application can run on a variety of devices • Libraries available to make customization easier (e.g. SenchaTouch, jQuery Mobile ) • Applications can be customized for individual resolutions and orientation if needed (landscape vs. portrait) • HTML5 and browser implementations are becoming increasingly standardized • Deployment to a Web Server instead of app store, updates are immediately available
  • 39. Web Apps vs Native Apps • WebApps • Disadvantages • Browser != Browser • User interaction / interface can be limited compared to a native application • Performance of things like transitions, animations can be poorer • Integration of device specific technologies (camera, GPS) is lacking • Evaluate using something like PhoneGap • Enabling “native” look and feel (like swipe on iOS) may mean including several different libraries • Discoverability (how do customers find your app)
  • 40. Web Apps vs Native Apps • Native Apps • Advantages • Performance on specific devices • e.g. Angry Birds on HTC Wildfire • Usability, Design can be implemented specifically for a device • Integration of things like camera, GPS, device notifications • Integrated development tools (design, test, simulator) • Discoverability through app store • Sell apps for $$$
  • 41. Web Apps vs Native Apps • Native Apps • Disadvantages • Loss of customer retention through app store model • Apps need to be developed for individual platforms (higher skill level) • Deployment of apps for a targeted audience (e.g. enterprise) is difficult • Updates via store (iOS) take longer • App store “owner” can refuse your app
  • 42. Web Apps on Steroids • Phone Gap • Provides access to native functionality for Web Apps •
  • 43. No silver bullet! • Don’t let anyone tell you it’s “either or” • It should always be a well-informed use-case based decision
  • 44. What type of App? http://www.zokem.com/2011/03/youtube-top-installed-app-facebook-leads-in-unique-users/
  • 45. Testing • Testing a mobile application is time consuming • Simulators are available • Often part of the SDK (e.g. iOS) • HTML 5 - Ripple - http://ripple.tinyhippos.com/ • Testing on actual devices is mandatory! • Make sure you test on the correct OS version • Also consider services such as DeviceAnywhere.com
  • 46. Testing • Make sure you know which device your boss / customer is using - and test first on that one
  • 48. Engaging Mobile developers • Getting others to increase the value of your offering by building an application eco-system around your core business • Provide APIs into your data (REST based) • Provide a signup-service for applications (signup, get key etc.) • Provide an SDK including a sample application • Provide support (e.g. via a google news group) • Highlight good applications on a showcase Web-site / & go to conferences • Make sure communication is 2-way • Make sure you have a channel from the outside into your company
  • 49. Deployment http://www.flickr.com/photos/isawnyu/4566381520
  • 50. Deployment • Deploying an app into an App store takes time and effort • Plan for signing (if required) • Plan for the acceptance period (dependent on App store) • Plan for iterations as you need to update assets such as screenshots, descriptions (multi-language anyone?) • Is the App store set up to support the devices you wrote the app for • If the App store is available in different countries - have you tested with foreign sim-cards? Do you know what the limitations of those countries are?
  • 51. War of the App stores • App Stores today: 121 (August 2011, Wiconnector) • But growth is slowing! • And quite a few will disappear again • Whitelabel solutions (from companies such as Appia) mean that the variety of App stores will increase • e.g. Appia powers the new Opera app store
  • 52. War of the App stores • Which one? • Reach • Billing process • How attractive is the app store (i.e. volumes) • How good is the revenue share and overall revenue • How easy is it to upload an app
  • 53. Not just an App store • Complex infrastructures • Upload platform • Shop / Discovery platform • Recommendation platform • Search Engine • Download platform • Routing gateways • Billing system • Reporting system • SAP
  • 54. Business http://www.flickr.com/photos/59937401@N07/5474437939
  • 55. “Your cell phone has more computing power than all of NASA in 1969. NASA launched a man to the moon. We launched a bird into pigs.” (via Twitter)
  • 56. Hot sellers • Angry Birds • Over 250 million downloads total (June 11) • 80% of owners do updates • 30 million downloads on Android (March 11) • $1 million / month through ad revenue on Android • Advantage - turnover through whole app lifecycle (including free updates) • iOS - Sold for a price - only monetization on initial purchase • Now additional monetization through in-app purchase - Mighty Eagle • Costs € 0,79 and has been downloaded over 2.000.000 times • ... and then ... cuddly toys, movie tie-in (“Rio”), TV series .. • So it was easy .... right?
  • 57. Hot sellers • Angry Birds .. not quite so simple.. • Rovios 52nd title • Titles written for companies such as EA, Digital Chocolate • Initially spent € 100.000 to develop Angry Birds • When it was released in December 2009 in the English speaking App Store - it was a flop! • Tough to break into that market from the get-go • Rovio tried to get a following in the smaller markets • Sweden, Denmark and Greece • Then published via Chillingo and with Apple’s help featuring the app on the UK App Store - launched new versions in February 2010 • And the rest is history
  • 58. Hot sellers • What makes Angry Birds successful? • Simple to play - difficult to master • Constant rewards in the game • Active continuous relationship with the customer • Regular updates for free and new versions with a theme (halloween etc.) • Cared about feedback from the customers • Phoenix bird that ignites the structure was a suggestion from a customer • Rovio were able to create a “buzz” around the game
  • 59. Before you get too excited
  • 60. Before you get too excited • The average smartphone user in a study added just 2.5 new apps per month. • 37 percent of users added no new apps at all. http://www.wirelessintelligence.com - Study was based on an analysis of more than 2,100 smartphone users (iPhone, Android, BlackBerry and Symbian) in the US and UK during January 2011
  • 61. Keep track of your users • App Analytics • Track app users, sessions, platforms, demographics, ... • Solutions • Flurry.com • Localytics.com • Google Analytics • Let Facebook do the work
  • 62. It’s just business • “Mobile apps aren’t a get rich quick scheme where you can be oblivious to best practice. “ • “Usual business rules apply and there are extra mobile rules for the unwary.” • Simon Judge
  • 63. Mobile in the enterprise • Consumerization of the enterprise • Employees expect the same seamless experience with mobilized enterprise applications as they have with the ones they use privately • This is further enhanced by “bring your own device” policies • Porting an enterprise application UI to a mobile device can be challenging • Additional enterprise challenges • Resistance to change • Legacy systems, data security, personal data .... • Limited peer sharing of experience or “best practices”
  • 64. Thanks for staying to the end! “Ever tried. Ever failed. No matter. Try Again. Fail again. Fail better” - Samuel Beckett matthew.langham@indiginox.com photo on slide 1 (c) Frank Köhntopp - used with permission - http://www.flickr.com/photos/koehntopp/

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