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Sophie Williams Simon Harvican Ire Akinfisoye Josh McBride Contents Introduction Design & Development Creation & Cost Market Research SHUgo SHUgo is an app designed by SHU, whilst using the app we discovered


  1. Sophie Williams Simon Harvican Ire Akinfisoye Josh McBride

  2. Contents ● Introduction ● Design & Development ● Creation & Cost ● Market Research

  3. SHUgo SHUgo is an app designed by SHU, whilst using the app we discovered that: ● Not very user friendly. ● It looks very basic. ● The app mainly focuses on re-directions and not enough features are on the physical app. ● The design of it is dominated by the use of blackboard (requiring the download of two apps).

  4. SHUgo survey We wanted to see if people were aware that SHU had an app, if they used it and what they thought of the app. We asked SHU students, we shared the link through Facebook, Twitter and our Whatsapp groups. Survey Feedback

  5. Survey Feedback continued Some comments include: “Integrate blackboard within it instead of needing a separate app” “More easy on the eye design” “Redesign and less redirection, it only directs me to the browser” “Complete redesign, more user friendly” Based on the results of the questionnaire on SHUgo, the need for a redesigned SHU app is clear. Therefore we have prototyped this...

  6. Technology

  7. Creating the Prototype - Simple - Quick - Accessible - Wide range of tools - Free to use

  8. Creating the Full version - Software - Why Adobe Flash?

  9. What the technology allows - The app will run on flash which uses a browser - Server - Fast refreshing - Information instantly - The University can access it for news and events - HUBS Events - Careers Fairs - It can be a social hub for all students

  10. Development process Development - An App for Hallam Students made by Hallam Students - Students could create the app - Contribute ideas and suggestions for development - Giving them the right app to benefit their needs - Time frame - Minimum of 6 months for the design and development process - 1-2 months user testing for the initial launch

  11. Marketing Due to the nature of our app, our target audience is just members of SHU. Therefore, the best way to market SHUHUB is to use the best methods which will reach students. The app will be free for users - just as the current SHUgo app is. ● SHU social media platforms (Twitter, Facebook, Instagram) ● Email updates on the development/launch of SHUHUB (also to recruit team members for the development team) ● SHUlife magazine and SHUradio ● Posters/leaflets

  12. SHUHUB SWOT analysis Strengths Weaknesses SHUHUB design and User Interface is more modern and Requires development of an alternative system to ● ● friendly. Blackboard. Less redirections where possible. Some redirections still needed – e.g. Gmail ● ● No reliance on Blackboard external app ● Student/Staff App team cuts down on production costs ● Opportunities Threats SHUHUB team in charge of management/updates Blackboard app, Google Calendar, any other Planner ● ● Opportunity for SHUHUB to promote more student style app may be preferred. ● union events- something not currently done. Maintaining enthusiasm & motivation to join/ stay in ● System of University attendance could be developed SHUHUB team may be difficult ● Changing operating Systems may result in the need for ● more updates – SHUHUB team may struggle due to university commitments

  13. Mcluhan’s Tetrad of media effects Enhance - What does it amplify? Reverse - How does it flip when pushed? Organisation/Time Management o Electronic waste – is it needed ● Communication-E-mail/ updates (got Shuspace and other ● Navigation – Maps systems) ● Augments productivity – through o Increasing use of smartphone – ● timetable, module updates, top up, can lead to less productivity book PCs, Hallam news Retrieve - What does it bring back? Obsolesce -What does it make obsolete? Planning and organisation like that of a SHUGo, Blackboard ● ● diary. Course/module information on us Diary, personal organizer ● always. No longer necessary to ask for ● Campus map directions ● Multi-use function – current SHUgo app Printed module guides/lecture notes ● ● requires other apps/sites too much Using solely Blackboard for course ● updates

  14. What would be needed from you? ● Apple Developer Enterprise Program - Need to enroll in the Apple Developer Enterprise Program. Membership also includes access to certificates, beta OS releases, advanced app capabilities, and tools needed to develop, test, and distribute apps. £240.62 /$299 USD per membership year ● Adobe creative cloud - £38.11/ month (£457.32 annually - £549 including VAT) ● Commitment and loyalty regarding promotion/development. - Require SHU commitment to providing adequate promotion via SHU channels and permission to promote the development ● Office Space - Office space in The Hatchery - Free office space for SHU students at workstation

  15. Any Questions?

  16. References 2016, O. (2016, January 1). Fast facts. Retrieved November 8, 2016, from https://www.ofcom.org.uk/about-ofcom/latest/media/facts David, M. (2011). Flash mobile: Building games with flash for the mobile market: Building games with flash for the mobile market . Burlington: Elsevier Science. Iversen, J., & Eierman, M. (2013). Learning mobile app development: A hands-on guide to building apps with iOS and Android . Harlow: Addison-Wesley Educational Publishers. McLuhan, Marshall and McLuhan, Eric (1992). Laws of Media: The New Science. Toronto, University of Toronto Press. President, S. V. (2016). Number of mobile app users 2013-2016 | United Kingdom. Retrieved November 8, 2016, from https://www.statista.com/statistics/277672/forecast-of-mobile-app-users-in-the-united-kingdom-uk/ Styles, K. (2013, June 24). 7 in 10 people in the UK now own a Smartphone - mobile marketing. Retrieved November 8, 2016, from Apps, http://mobilemarketingmagazine.com/7-10-people-uk-now-own-smartphone/

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