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J Black

Little Love for the Mobile Web in App-Adoring World - Advertising Age - Digital - 0 views

shared by J Black on 07 Jul 10 - Cached
  • What's more, phones will overtake PCs as the most common device to access the internet worldwide by 2013, according to a study from information-technology research company Gartner. So why are mobile sites taking a backseat to iPhone apps? Blame the Apple aura.
  • by presenting a user experience never before seen in mobile.
  • Apps can also use other hardware features on a phone, like its camera or compass, while mobile sites can only really tell where a user is located. Plus, with slow-load speeds, categories popular in apps, such as gaming, are not feasible on the web. Because an app runs offline, users don't have to worry about a slow or spotty network connection.
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  • It remains to be seen how long the iPhone app addiction will last, but the mobile web -- what Mr. Outlaw calls "device-agnostic" since it works on any operating system -- will eventually break through when the iPhone buzz dies down and the consumer can get equally rich app experiences on non-Apple operating systems.
  • "App development is not easily scalable," said Mr. Outlaw. It's expensive and time-intensive to get apps on different phones.
  • iPhone's slice of the pie will shrink as more feature-phone users sign up for their first smart device.
  • Right now we're in the Age of the App, but as browsers become more sophisticated, mobile websites will be on the rise and users will barely be able to tell the difference between the app experience and the browser,"
  • "The mobile web will have to be addressed this year," said Mr. Ting. "If you don't have a mobile website up now, it's going to feel like the year 2000, when brands didn't have websites up."
  • Don't just re-create a PC website for mobile, but pare down content for exactly what consumers are looking for on that device. "When you're on the phone, it's a different context," he said. "Consumers are snacking on content; they don't want the full experience." Good mobile websites should feel like apps for consumers. New features like drop-down menus and expandable panels are expected soon. The little things, like a mobile site that redirects when a user taps in the web URL, will make mobile-web adoption smoother.
  • People don't care whether it is a web site or an application. All they care about is they can do "x" simply and pleasantly.
  • . All they care about is they can do "x" simply and pleasantly.
  • If you are trying to decide whether you should build an app or a mobile web site, you probably need to step back and think about a bigger problem - why you aren't able (or are unwilling) to build both.
  • With the release of HTML 5.0 developers will be able to take advantage of GPS, accelerometer, design, etc that will make mobile sites similar to apps in terms of functionality.
  • A game makes more sense on an app but a shopping site may find a happier home on the mobile web. This is because a mobile web developer has a choice of a number of online payment options for a limited fee. Where an iPhone developer must use iTunes and give up 30% of the revenue.
  • "mobile touch web" when deployed with the tools that HTML-5 promises to deliver will be the next important phase towards consuming content on demand and further penetration of location based services (including point of purchase)
  • Engagement may be measured by increased time per session, high frequency of sessions, interactions, and/or some combination thereof.
John Smith

McAfee Antivirus Support' Added Security to Your Mobile Device! mcafee antivirus support - 0 views

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    McAfee Antivirus' Added Security to Your Mobile Device! Call McAfee Antivirus Helpline 1-800-445-2810 (USA Toll Free Number) for Support! technical support, mcafee antivirus customer support, mcafee antivirus customer care number
J Black

The Three-E Strategy for Overcoming Resistance to Technological Change (EDUCAUSE Quarte... - 0 views

  • According to a 2007 Pew/Internet study,1 49 percent of Americans only occasionally use information and communication technology. Of the remaining 51 percent, only 8 percent are what Pew calls omnivores, “deep users of the participatory Web and mobile applications.”
  • According to a 2007 Pew/Internet study,1 49 percent of Americans only occasionally use information and communication technology. Of the remaining 51 percent, only 8 percent are what Pew calls omnivores, “deep users of the participatory Web and mobile applications.”
  • Shaping user behavior is a “soft” problem that has more to do with psychological and social barriers to technology adoption. Academia has its own cultural mores, which often conflict with experimenting with new ways of doing things. Gardner Campbell put it nicely last year when he wrote, “For an academic to risk ‘failure’ is often synonymous with ‘looking stupid in front of someone’.”2 The safe option for most users is to avoid trying something as risky as new technology.
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  • Shaping user behavior is a “soft” problem that has more to do with psychological and social barriers to technology adoption. Academia has its own cultural mores, which often conflict with experimenting with new ways of doing things. Gardner Campbell put it nicely last year when he wrote, “For an academic to risk ‘failure’ is often synonymous with ‘looking stupid in front of someone’.”2 The safe option for most users is to avoid trying something as risky as new technology.
  • The first instinct is thus to graft technology onto preexisting modes of behavior.
  • First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This “Three-E Strategy,” if applied properly, has been at the core of every successful technology adoption throughout history.
  • The first instinct is thus to graft technology onto preexisting modes of behavior.
  • First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This “Three-E Strategy,” if applied properly, has been at the core of every successful technology adoption throughout history.
  • Technology must be easy and intuitive to use for the majority of the user audience—or they won’t use it.
  • Complexity, however, remains a potent obstacle to realizing the goal of making technology easy. Omnivores (the top 8 percent of users) revel in complexity. Consider for a moment how much time some people spend creating clothes for their avatars in Second Life or the intricacies of gameplay in World of Warcraft. This complexity gives the expert users a type of power, but is also a turnoff for the majority of potential users.
  • Web 2.0 and open source present another interesting solution to this problem. The user community quickly abandons those applications they consider too complicated.
  • any new technology must become essential to users
  • Finally, we have to show them how the enhanced communication made possible through technologies such as Web 2.0 will enhance their efficiency, productivity, and ability to teach and learn.
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    First, a technology must be evident to the user as potentially useful in making his or her life easier (or more enjoyable). Second, a technology must be easy to use to avoid rousing feelings of inadequacy. Third, the technology must become essential to the user in going about his or her business. This "Three-E Strategy," if applied properly, has been at the core of every successful technology adoption throughout history.
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