This is a link below to a prototype of the app created using Adobe (XD) Experience Design
The areas listed below are only a few of the areas I feel my skills and knowledge have increased with this project:
Adobe XD Experience Design
I have continued to learn new techniques and options within Adobe XD which has helped me develop this project. The ability to create a prototyple on such a large App allowed more effective user testing on mobile devices as if live which was beneficial to the project.
The need for thorough and up to date research on design was highlighted with this project and is something I am more aware of now as I feel this slowed the progress of the project down in the early stages.
Apps and App development
Not having any previous experience of App design or App development this was a big learning curve for me.
I feel all of the above areas are transferable skills which I can used in different areas of my work in the future.
This was a project I was excited about undertaking I felt it was big but I didn’t realise just how big it would become and due to this had to split the project into Phases to break it down.
These are the Phases below I divided the project into:
Phase 1 (I have worked on this phase in my blog and documentation)
- Design iPad, desktop, mobile optimised site – with option to download app
- Look for investors – funding
- App development
- Develop iPad, desktop, mobile optimised site
- Marketing promotion – keep people using it – advertising
- “Saw this and thought of you” – make social
- Offer services:
- Training for retailers – social media + app
- Offer development – individual retailer websites
- Maintenance/updates based on feedback
The concept came from looking to solve a problem we don’t necessarily know we have. It was good to explore this with the idea of helping local rural retailers initially too. We all live busy lives and I felt this reflected how consumers purchase goods but needed to research this thoroughly before beginning any designs. My research did prove this with consumers not wanting to waste precious time wandering around endless aisles in stores they want things quickly and conveniently.
I found the actual design process challenging at first having to revisit my designs as my first designs looked dated and not engaging; this slowed the project down however I feel more confident now in this area and will thoroughly research current design trends before commencing with any design work in the future. Adobe XD Experience Design aided the project greatly allowing me to create all my wireframes, designs and latterly prototypes. I felt this was an efficient and effective way to develop my ideas and effective user testing.
The integration of Apple’s notification area and GEO location technology I believe will work well with the app informing consumers of offers in there local area this demonstrates the ability to include evolving and changes in technology into the designs – the user can turn off if preferred.
After examining how users use mobile technology in my research it became clear that an app would be the preferred route and not a website. This was a major change in direction for me as I have never designed for had any involvement with app development before. I had to make the decision at this point to go down the app development route and not the website route for the project to be commercially viable. It also made me readdress my personal aims I had setout in the project proposal.
As my ideas developed throughout the project. Through my research I found there are other apps which are similar to this concept my SWOT analysis looked at identifying differences and I feel strengthened the case for this apps development.
Through my marketing research I feel marketing will have a huge impact if this app were to be developed and released onto the market. Both online and offline marketing would allow it to connect with large numbers of potential users. Through research I have become more aware of the large number of social media users and ways to connect with them.
As my final project evolved it became clear time constraints would restrict its development further. While this project is classed as Phase 1 and is conceptual potentially moving to Phase 2 and onto Phase 3 funding permitting could create an app offering a better, aimed, efficient and convenient local shopping experience. Improving users lives aiding them to shop wherever and whenever they choose.
Below is a pdf file of all the ‘NeedITNow’ app screens created using ADOBE XD:
The App is split into sections:
Search Find Item
Promotional merchandise can be an important part of a marketing strategy. Promotional merchandise can create brand recognition, they have longevity and can be useful items i.e. mug they can also increase brand awareness for the recipient and those around the recipient.
They can increase customer loyalty we all like to receive something for free or a gift and the positive emotion when receiving the merchandise will be associated with the brand. Many items such as mugs, pens or key rings are in everyday use and therefore at the forefront of the consumers mind consciously or subconsciously suggesting that this continuous reminder will increase the chances of the recipient purchasing from or using the brand incase the app.
The cost of purchasing marketing merchandise can be considerably less than other forms of advertising and as they have longevity decrease the need to produce mass quantities.
Examples of possible marketing merchandise for this app
Facebook statistics updated 8 May 2017 – Source Zephoria
- Worldwide, there are over 1.94 billion monthly active Facebook users for March 2017
- 28 billion people log onto Facebook daily active users (Facebook DAU) for first Quarter of 2017
- On average, the Like and Share Buttons are viewed across almost 10 million websites daily.
With such a large number of users using Facebook is an ideal if not essential platform for marketing and connecting with potential consumers extremely quickly and effectively. With users sharing and liking posts this e-word of mouth is an excellent way of bringing new users and potential customers to the app. In my marketing launch timeline for the app I have incorporated a Facebook marketing campaign for the app which can be monitored after the before and after the launch to connect with users and promote the app and using analytics monitor interaction and analysis how users are responding to the Facebook page.
Marketing on Facebook is a dedicated platform here is states ‘ There’s a Facebook business tool for every business goal’
Facebook Adverts – The people you want to reach are here.
Facebook Pages – Your Page establishes your business’ presence on Facebook, so people can find out about you and connects with you.
Messenger – Automate responses and create Messenger bots to connect with and serve your customers.
Audience Network –Extend the reach of your Facebook and Instagram adverts into other mobile apps and websites.
Atlas – See how your adverts performed – and which types of people you reached – across devices, browsers, publishers and channels.
Instagram statistics updated 10 Aug 2016 – Source Buffer Social
- Across the globe, there are over 500 million Instagrammers
- more than 300 million of whom use Instagram every single day, sharing an average of 95 million photos and videos per day.
Instagram is a visual social media platform and an ideal way to advertise brands quickly and effectively. Users can like, share and communicate with other users extremely quickly either by tagging other users or commenting on images. Words or text can be preceded by a # (hashtag) for example #needitnow and these hashtags can be searched and trend as more and more users use the same hashtag on their images. This is ideal for visual marketing and connecting with users.
Twitter statistics updated 24 Jan 2017 – Omnicore
- Total Number of Tweets sent per Day: 500 million
- Number of Twitter Daily Active Users: 100 million
- Percentage of Twitter users on Mobile: 80%
- 79% of Twitter accounts are based outside the United States
- There are over 67 million Twitter users in US.
- Total number of Twitter users in UK is 13 million.
- 37% of Twitter users are between ages of 18 and 29, 25% users are 30-49 years old.
- 54% of Twitter users earn more than $50,000 a year at least.
- The top three countries by user count outside the U.S. are Brazil (27.7 million users), Japan (25.9 million), and Mexico (23.5 million).
Twitter is a short message communication tool that allows users to send out messages (tweets) up to 140 characters long to people who subscribe to you (followers). As with instagram the # can be used to precede words and texts.
Your tweets can include a link to any web content (blog post, website page, PDF document, etc.) or a photograph or video. If a picture is worth a thousand words, adding an image to a tweet greatly expands what you can share to beyond the 140-character limit for tweets.
People follow (subscribe) to your Twitter account, and you follow other people. This allows you to read, reply to and easily share their tweets with your followers (retweet).
With the huge number of users on all three of these platforms they cannot be ignored as a way of marketing the app. I have incorporated all three of these social media areas in the marketing launch timeline however as the project is launched and post launch all three areas should be analyzed via analytics to see if that platform is producing the required responses and user interaction to continue posting and marketing via that platform.