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Mobile Trends - Sosyal Medya Akademi

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Mobile Trends - Sosyal Medya Akademi

  1. 1. Mobile Trends
  2. 2. About Fatih Isbecer  Founder & CEO of Pozitron  Twitter: isbecer  Endeavor Advisory Board Member, TUBISAD Administrative Board Member
  3. 3. Mobile is Global
  4. 4. Mobile Technology Growth 10 B+ 1 B+ Mobile Internet Desktop PC 100 M+ PC Microcomputer Mobile growing faster than any technology before Mainframe 1960 1970 1980 1990 2000 2010 2020
  5. 5. Mobile Taking Over Desktop More and more people are using their phones for internet browsing. By 2015, they mobile internet users number is expected to exceed desktop users.
  6. 6. Types of Mobile Users Mobile Professional Basic Planners Mobirati Uses complex phones Basic mobile First generation to with extra features package users have grown up with mobile phones Social Connector Pragmatic Adapter Uses social networking features Just starting to use other and texting the most features besides voice calls
  7. 7. Segmentation of Mobile Consumers in United States
  8. 8. Worldwide Smartphone Sales 2011 Apple 18% Android 43% Symbian 22 % RIM 10% Other 7% Smartphones are dominating the mobile world and Android becomes the market leader, leaving both Symbian and iOS behind
  9. 9. 2011 Worldwide Tablet Sales 70 60 Apple 68.7% 50 Google Android 19.9% 40 BlackBerry 5.6% 30 Other 5.7% 20 10 0 Just like the mobile phone market, Android is expected to obtain major market share in the tablet world. Apple is expected to remain as the market leader in the next five years Gartner.com
  10. 10. Noteworthy Platforms Penetration 100M+ Penetration 120M+ Mass Consumption Open Platform Closed Platform Web-dev friendly Flexible / Experimental Inequality among apps Suitable for multi platform for developers screen development More flexibility and room for creativity for Implementation of Limited options in brands and agencies CMS tools business apps Various entertainment Limited APIs Incresing fragmentation and business app options
  11. 11. Paradigm Shift  Product  Experience  Place  Everyplace  Price  Exchange  Promotion  Evangelism
  12. 12. User Experience is Everything! App User Experience -Simplified Design -Task focused -Emphasis on the most important tasks -Rich set of capabilities OS Usability Device Design Easy to navigate and Simple and Slick perform tasks
  13. 13. Marketing Innovation Merging Technology and Social Media
  14. 14. Mobile Trends 2012 Mobile Communities Apps taking over web Internet of things Tablets Mobile Payments Mobile Fragmentation Mobile Gaming
  15. 15. Apps taking over web 550,000 + apps in 450,000 apps in Apple App Store Android Market 65,000 apps in BB App World
  16. 16. Mobile Fragmentation Mobile is segmented into eight major platforms the moment: iOS (iPhone), Android, Symbian, BlackBerry, Java ME, Windows Phone, Flash/Flash Lite and mobile web (WAP/HTML5/XHTML/CSS/Javascript). Android is very fragmented in itself • 5 OS versions on devices (Donut, Eclair, Froyo, Ging erbread, and Ice Cream Sandwich) • Devices in various sizes, from small phones to TVs • Device manufacturers branching their own versions of Android • Ex: Amazon Kindle
  17. 17. Mobile Communities Communities are the new differentiators • Facebook has 500M+ users and over 2.5M developer community • Skype has 8 million paid users • Shift from information overload to social interaction overload • 80% use mobile during their down time or while waiting
  18. 18. Always Connected...
  19. 19. Tablet Revolution Tablets changed the way we interact with computers and where we interact with them (44% of tablets are used on the couch) • 1 million iPads sold in the first 28 days • 77% use their tablets daily • 16 millions iPads were sold in 2010, expected to reach 85 million in 2012 • Tablet users are constantly spending more time on their tablets
  20. 20. Mobile Payments Target Mobile Gift Card Square Google Wallet Starbucks Mobile Payment
  21. 21. Mobile Gaming • Mobile games can go mainstream because they are cheap • People carry their phones all the time and use games to pass spare time • People develop attachments for the mobile games they play Cut the rope is bought by EA Games for $20 million Most famous of them all, Angry Birds, has fan merchandise including Temple Run earns 7 million Tshirts, iPhone cases, pillow , board players on a daily basis game and superbowl spots 300 MM downloads
  22. 22. Internet of Things The Internet of Things refers to uniquely identifiable objects (things) and their virtual representations in an Internet-like structure Ultra-low-power JenNet-IP In-Car Mobile Apps: the future of Telematics on show in Munich Smart ThinQ and HeMS
  23. 23. Mobile Marketing Examples IKEA Interactive Catalog Nike + GPS Istanblue Peri Avı
  24. 24. Mobile Marketing Examples Audi A4 Driving Challenge Oakley Surf Report Starbucks Augmented Reality Cup

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