Designed to run on small devices like tablets, computer and smartphones.
They are usually available through application distribution platforms, typically operated by the owner of the mobile operating system.
Ethical & Effective Use of Smartphones and TabletsSimeon Adedokun
Ìý
Modern cell phones and tablets are capable of much more than just sending and receiving phone calls. Mobile devices used today coupled with the Internet have greatly revolutionized the ways we do things, especially the ways we communicate, work, learn, transact businesses, and play. They make it possible and easy to manage our lives on the go. Access to the Internet makes it possible to use many advanced features and save communication cost on our mobile phones and tablets. However, there are more things we can do with them without Internet connection.
3 Reasons Why your business needs a mobile-Friendly websiteLawebstrat
Ìý
The document discusses the importance of having a mobile-friendly website for businesses. It notes that mobile usage is growing rapidly and will soon dominate local searches. Users are more likely to take action from mobile searches than desktop searches. However, only 26% of local businesses currently have a mobile-friendly site. The document then provides best practices for creating a mobile-friendly website, such as using a responsive design, keeping it simple, designing for touchscreens, and testing the site on mobile. It emphasizes that a mobile site can help businesses stand out, improve the user experience, and potentially increase new customers and sales.
Pete Amundson, One North Architect, and Jessica DeJong, Art Director, discuss how mobile has impacted users and their behavior across digital marketing platforms.
From the 2014 Experience Lab: Reimagine Marketing. To watch a video of the presentation, visit http://bit.ly/1ygXR4w.
Guerra anthony mobile_tablet_design_presentationAnthony Guerra
Ìý
This slideshow addresses statistical growth of the global use of mobile devices as well as recommendations for which business that are looking to update their website should consider.
Accelerating Mobile Development with Mobile Enterprise Application Platforms ...Srinath Perera
Ìý
This talk describes WSO2 MEAP, a product that let users develop and manage the complete lifecycle of mobile application development. MEAP includes support for both Mobile App development and back end service development as well.
This document summarizes the shift from desktop computers to mobile apps and the evolution of apps. It discusses how computers have decreased in size from room-sized machines to handheld devices. Mobile apps are now meeting many computing needs through streamlined programs designed for mobile use. The history of apps is reviewed, from early predictions by Steve Jobs in the 1970s to the launch of popular app stores and platforms in the late 2000s. Popular apps like Angry Birds, Candy Crush, and WhatsApp are mentioned. The document concludes by discussing common uses of apps and reviewing stats on app usage and the app industry. Students are assigned a project to review mobile apps and design a concept for their own app.
This document discusses the growing importance of mobile devices and tablets for internet usage. It notes that mobile internet usage now accounts for 10% of all usage, up from 1% in 2009. 29% of US adults now own a tablet, up from 2% in 2009. The document recommends that websites adapt to the smaller screen sizes of mobile devices by removing unnecessary content, using responsive design, focusing on core calls to action, and building both mobile-optimized websites and dedicated apps. It provides examples of how Gmail and Facebook have successfully adapted and provides recommendations for how (ur)biz can build for mobile.
Mobile is the fastest growing industry and most important for brands. The document discusses mobile trends today, including over 5 billion mobile users worldwide and over 85 million iPhone users. It notes the iPad sold over 350,000 devices on its first day and over 1 million apps were downloaded. The document advocates for developing mobile apps to focus on brands, improve the user experience, and leverage unique mobile features. It provides tips for creating great apps like beautiful design, engaging content, and regular updates. An example app from Madonna demonstrates integrating services to strengthen the brand presence on mobile.
The document discusses the future of eLearning and mobile learning. It outlines that the mobile web will dominate by 2015, with 5 billion mobile users and mobile video traffic growing significantly. It describes current resources for tablets like iBooks and ePub standards as well as app stores and digital publishing platforms. The document also explores emerging areas like augmented reality, social and location-based mobile gaming, just-in-time learning apps, and how artificial intelligence may impact mobile learning through technologies like Siri. Overall, the future of eLearning looks focused on mobile devices and creating engaging content that takes advantage of the capabilities of tablets and smartphones.
Communication Design for the Mobile ExperienceDavid Drucker
Ìý
Presented to the Vancouver Chapter of the Society for Technical Communication at their May 2011 meeting. This is a discussion of issues, and strategies for creating usable, navigable, relevant content for mobile computing devices like smartphones. Included many examples and a case study.
The document compares the user experience differences between the iPhone and iPad. It discusses 5 key differences: 1) Screen size (iPhone has a smaller screen vs iPad's bigger screen), 2) Orientation (iPhone is portrait-oriented while iPad supports both portrait and landscape), 3) Familiarity of UI (iPhone UI is more familiar while iPad allows more creativity), 4) Private vs shared use (iPhone is private while iPad is more shared), and 5) Mobility (iPhone is very mobile while iPad is more of a hybrid hand/desk device). The document provides examples of how these differences should be considered when designing apps for each platform.
GaETC: iPads, iPods, and iPhones...Oh MY!Monika Davis
Ìý
The document discusses using Apple mobile devices like the iPad, iPhone, and iPod in education. It provides an agenda that will explore iOS versions 4 and 5, apps for Apple and third party developers, getting devices connected, and troubleshooting problems. It notes benefits like portability, one-to-one device programs, large selection of apps, and low power consumption. Potential challenges for implementation in classrooms are also mentioned.
This document provides an overview of training for teachers on using iPads in the classroom. It introduces navigation of the iPad interface and apps, including the home screen, apps, cameras, Safari browser, and connectivity options. It also profiles a selection of recommended teacher and student apps to support different subjects like presentations, word processing, interactive tools, and common core standards. The training aims to familiarize teachers with the iPad's functionality and educational apps.
John Blue - The Best Apps For AgricultureJohn Blue
Ìý
The Best Apps For Agriculture - John Blue, presented at the 2015 Indiana Farm Bureau Young Farmer Leadership Conference, January 31, 2015, Indianapolis, Indiana, USA.
MOBILE PLATFORMS AND APPLICATIONS, Mobile Device Operating Systems , Special Constrains & Requirements , Commercial Mobile Operating Systems , Software Development Kit,sdk, iOS, Android, BlackBerry, Windows Phone , M Commerce , Structure , Pros & Cons , Mobile Payment System , Security Issues
This presentation is a part of my invited talk at UIUX Design Summit 2015, Bangalore organised by UNICOM.
Brief -
The next wave after mobile Ux is about designing for wearable devices. The market is getting flooded with smart watches, goggles, fitness bands, etc. Designing for wearables is a big challenge for UX designers. Wearable Ux is not just about designing small screen UI, but it covers industrial design, sensor technologies, performance, IoT, etc. In some cases it does not even have a display screen. The presentation discusses various trends in wearables and their technology usages. It compares and provides insights for wearable user experience design & user adoption. The presentation proposes a UX strategy to make wearable UX successful. Some examples on industry usages will be discussed with live demo on smart watch.
This document summarizes an OT & PT apps presentation given on October 19, 2012. The purpose was to learn about the latest educational apps. It provided protocols for the presentation and links to additional resources on the LADSE website including an app list, cheat sheets, videos and app comparisons. It then demonstrated several apps and discussed special features of iOS like Guided Access, Speak Text, screenshots and disabling auto-correction. It covered topics like taking screenshots, organizing photos, editing photos, syncing to iCloud, using Reminders and adding restrictions. It provided more information on apps for switch access, reading, Halloween, data collection, stylus options and iPad mounts.
The document provides tips for designing tablet apps. It recommends simplifying functionality to focus on the essential tasks. It also suggests creating a personalized experience by leveraging user information with permission. Additionally, the tips include considering multi-user and multi-device support through account logins and syncing. Navigation should be simple and standard. The home page and splash screens need optimization as well. Gestures must be intuitive and accessible to users.
This document contains an agenda for a presentation on using iPads at Seton Catholic School. The agenda includes sections on tips and tricks for using iPads, projecting iPads, QR codes, iBooks, Dotepub, formative assessment apps, app searching and reviewing, and exploring educational apps. The document provides information on various apps and features for using iPads in educational settings.
Making the most of your smartphone and tabletjackieb32
Ìý
The document discusses the features and advantages of smartphones, different operating systems (iOS, Android, Blackberry), and popular smartphone apps. It provides an overview of how smartphones can help with tasks like social media, lifestyle, work/business, and recommendations for apps in these categories. The document also discusses tablets and their similarities and differences compared to smartphones.
Designing For Device Orientation, From Portrait To Landscape. Avi Itzkovitch
Ìý
This document discusses design considerations for applications based on device orientation. It identifies six categories of orientation design: fluid, extended, complementary, continuous, and continuous. It explains that affordances allow users to perform actions. An example is given of the iPhone calculator app, which transforms from a basic to scientific calculator when rotated from portrait to landscape orientation. Visual cues that indicate orientation and available actions are discussed, such as title bars, share icons, toggle switches, and drawers.
This document is about Why battery optimization is necessary and what an android developer needs to focus on. It contains the overview of Battery optimization.
Created a presentation in PowerPoint that examines the impact of the growth of mobile/tablet use on web design and convinces my prospective client that they should invest the time and resources to make sure their website is up-to-date.
Mobile apps are small software programs that run on smartphones and tablets. The number of apps downloaded worldwide is expected to increase dramatically in the coming years, reaching 25 billion downloads by 2015. There are apps available for almost any purpose, including games, social media, news, productivity, and more. Users can access apps by going to their device's app store, app marketplace, or downloading from websites or QR codes.
The document discusses the growth of mobile and how apps are driving that growth, noting that 2 billion apps have been downloaded. It notes the challenges of developing for different mobile platforms like iPhone, Android, and Blackberry which use different languages. It advocates for using web technologies like JavaScript to build cross-platform apps that can support different devices and OSes. It provides information on Appcelerator which uses these approaches to mobile development.
The document discusses gadgets and apps in computing. It defines gadgets as small machines or devices that perform useful tasks. Computer gadgets add functionality and include items like headsets, webcams, and USB splitters. Common laptop gadgets are wireless mice and keyboards, security cables, and laptop stands. The document also defines apps as software programs installed on devices. Apps can be web-based, requiring internet, native to a specific platform, or hybrid combining both. Popular apps mentioned include Microsoft Word, Facebook Pages Manager, and jobs involve using, developing, or teaching apps.
The document discusses mobile app testing. It provides an agenda for a mobile app testing training day that covers topics like mobile evolution, different mobile platforms, types of mobile devices, mobile app types, architectures, development platforms, and testing techniques. It discusses challenges of mobile app testing like the diversity of devices, networks, and using emulators versus actual devices for testing.
Mobile is the fastest growing industry and most important for brands. The document discusses mobile trends today, including over 5 billion mobile users worldwide and over 85 million iPhone users. It notes the iPad sold over 350,000 devices on its first day and over 1 million apps were downloaded. The document advocates for developing mobile apps to focus on brands, improve the user experience, and leverage unique mobile features. It provides tips for creating great apps like beautiful design, engaging content, and regular updates. An example app from Madonna demonstrates integrating services to strengthen the brand presence on mobile.
The document discusses the future of eLearning and mobile learning. It outlines that the mobile web will dominate by 2015, with 5 billion mobile users and mobile video traffic growing significantly. It describes current resources for tablets like iBooks and ePub standards as well as app stores and digital publishing platforms. The document also explores emerging areas like augmented reality, social and location-based mobile gaming, just-in-time learning apps, and how artificial intelligence may impact mobile learning through technologies like Siri. Overall, the future of eLearning looks focused on mobile devices and creating engaging content that takes advantage of the capabilities of tablets and smartphones.
Communication Design for the Mobile ExperienceDavid Drucker
Ìý
Presented to the Vancouver Chapter of the Society for Technical Communication at their May 2011 meeting. This is a discussion of issues, and strategies for creating usable, navigable, relevant content for mobile computing devices like smartphones. Included many examples and a case study.
The document compares the user experience differences between the iPhone and iPad. It discusses 5 key differences: 1) Screen size (iPhone has a smaller screen vs iPad's bigger screen), 2) Orientation (iPhone is portrait-oriented while iPad supports both portrait and landscape), 3) Familiarity of UI (iPhone UI is more familiar while iPad allows more creativity), 4) Private vs shared use (iPhone is private while iPad is more shared), and 5) Mobility (iPhone is very mobile while iPad is more of a hybrid hand/desk device). The document provides examples of how these differences should be considered when designing apps for each platform.
GaETC: iPads, iPods, and iPhones...Oh MY!Monika Davis
Ìý
The document discusses using Apple mobile devices like the iPad, iPhone, and iPod in education. It provides an agenda that will explore iOS versions 4 and 5, apps for Apple and third party developers, getting devices connected, and troubleshooting problems. It notes benefits like portability, one-to-one device programs, large selection of apps, and low power consumption. Potential challenges for implementation in classrooms are also mentioned.
This document provides an overview of training for teachers on using iPads in the classroom. It introduces navigation of the iPad interface and apps, including the home screen, apps, cameras, Safari browser, and connectivity options. It also profiles a selection of recommended teacher and student apps to support different subjects like presentations, word processing, interactive tools, and common core standards. The training aims to familiarize teachers with the iPad's functionality and educational apps.
John Blue - The Best Apps For AgricultureJohn Blue
Ìý
The Best Apps For Agriculture - John Blue, presented at the 2015 Indiana Farm Bureau Young Farmer Leadership Conference, January 31, 2015, Indianapolis, Indiana, USA.
MOBILE PLATFORMS AND APPLICATIONS, Mobile Device Operating Systems , Special Constrains & Requirements , Commercial Mobile Operating Systems , Software Development Kit,sdk, iOS, Android, BlackBerry, Windows Phone , M Commerce , Structure , Pros & Cons , Mobile Payment System , Security Issues
This presentation is a part of my invited talk at UIUX Design Summit 2015, Bangalore organised by UNICOM.
Brief -
The next wave after mobile Ux is about designing for wearable devices. The market is getting flooded with smart watches, goggles, fitness bands, etc. Designing for wearables is a big challenge for UX designers. Wearable Ux is not just about designing small screen UI, but it covers industrial design, sensor technologies, performance, IoT, etc. In some cases it does not even have a display screen. The presentation discusses various trends in wearables and their technology usages. It compares and provides insights for wearable user experience design & user adoption. The presentation proposes a UX strategy to make wearable UX successful. Some examples on industry usages will be discussed with live demo on smart watch.
This document summarizes an OT & PT apps presentation given on October 19, 2012. The purpose was to learn about the latest educational apps. It provided protocols for the presentation and links to additional resources on the LADSE website including an app list, cheat sheets, videos and app comparisons. It then demonstrated several apps and discussed special features of iOS like Guided Access, Speak Text, screenshots and disabling auto-correction. It covered topics like taking screenshots, organizing photos, editing photos, syncing to iCloud, using Reminders and adding restrictions. It provided more information on apps for switch access, reading, Halloween, data collection, stylus options and iPad mounts.
The document provides tips for designing tablet apps. It recommends simplifying functionality to focus on the essential tasks. It also suggests creating a personalized experience by leveraging user information with permission. Additionally, the tips include considering multi-user and multi-device support through account logins and syncing. Navigation should be simple and standard. The home page and splash screens need optimization as well. Gestures must be intuitive and accessible to users.
This document contains an agenda for a presentation on using iPads at Seton Catholic School. The agenda includes sections on tips and tricks for using iPads, projecting iPads, QR codes, iBooks, Dotepub, formative assessment apps, app searching and reviewing, and exploring educational apps. The document provides information on various apps and features for using iPads in educational settings.
Making the most of your smartphone and tabletjackieb32
Ìý
The document discusses the features and advantages of smartphones, different operating systems (iOS, Android, Blackberry), and popular smartphone apps. It provides an overview of how smartphones can help with tasks like social media, lifestyle, work/business, and recommendations for apps in these categories. The document also discusses tablets and their similarities and differences compared to smartphones.
Designing For Device Orientation, From Portrait To Landscape. Avi Itzkovitch
Ìý
This document discusses design considerations for applications based on device orientation. It identifies six categories of orientation design: fluid, extended, complementary, continuous, and continuous. It explains that affordances allow users to perform actions. An example is given of the iPhone calculator app, which transforms from a basic to scientific calculator when rotated from portrait to landscape orientation. Visual cues that indicate orientation and available actions are discussed, such as title bars, share icons, toggle switches, and drawers.
This document is about Why battery optimization is necessary and what an android developer needs to focus on. It contains the overview of Battery optimization.
Created a presentation in PowerPoint that examines the impact of the growth of mobile/tablet use on web design and convinces my prospective client that they should invest the time and resources to make sure their website is up-to-date.
Mobile apps are small software programs that run on smartphones and tablets. The number of apps downloaded worldwide is expected to increase dramatically in the coming years, reaching 25 billion downloads by 2015. There are apps available for almost any purpose, including games, social media, news, productivity, and more. Users can access apps by going to their device's app store, app marketplace, or downloading from websites or QR codes.
The document discusses the growth of mobile and how apps are driving that growth, noting that 2 billion apps have been downloaded. It notes the challenges of developing for different mobile platforms like iPhone, Android, and Blackberry which use different languages. It advocates for using web technologies like JavaScript to build cross-platform apps that can support different devices and OSes. It provides information on Appcelerator which uses these approaches to mobile development.
The document discusses gadgets and apps in computing. It defines gadgets as small machines or devices that perform useful tasks. Computer gadgets add functionality and include items like headsets, webcams, and USB splitters. Common laptop gadgets are wireless mice and keyboards, security cables, and laptop stands. The document also defines apps as software programs installed on devices. Apps can be web-based, requiring internet, native to a specific platform, or hybrid combining both. Popular apps mentioned include Microsoft Word, Facebook Pages Manager, and jobs involve using, developing, or teaching apps.
The document discusses mobile app testing. It provides an agenda for a mobile app testing training day that covers topics like mobile evolution, different mobile platforms, types of mobile devices, mobile app types, architectures, development platforms, and testing techniques. It discusses challenges of mobile app testing like the diversity of devices, networks, and using emulators versus actual devices for testing.
Mobile device usage has surpassed desktop usage, with the top activities being texting, emailing, using social media platforms like Facebook, taking photos with cameras, reading news, online shopping, and checking the weather. Two-thirds of the world's population now owns at least one mobile device. Mobile apps allow businesses to create brand awareness, engage customers through in-app offers and promotions, and increase access to users by providing local information and driving in-person visits. There are three main types of mobile apps: native apps designed for specific platforms, web-based apps that function through a browser, and hybrid apps that combine native and web-based elements.
The mobile ecosystem & technological strategiesIvano Malavolta
Ìý
The document discusses strategies for developing mobile applications. It begins by explaining that mobile is the 7th mass media and has over 5 billion users globally, making it the largest mass medium. It then discusses different development strategies such as native, web, and hybrid apps. Native apps offer rich user interfaces but have high costs and maintenance, while web apps have low development costs but limited capabilities. The document argues that a mobile web strategy is most viable long-term given issues of platform fragmentation, user expectations, and distribution control. It emphasizes understanding user context and goals over constraints when developing mobile strategies and applications.
This document provides an introduction to mobile application development. It discusses the rise of smartphones and popularity of apps. The main mobile platforms of iPhone, Android, and Windows phone are described. Native apps access device features but are more expensive to develop, while web apps are cheaper but more limited. Hybrid apps combine aspects of native and web. The document outlines categories of apps and compares native versus web approaches.
This document provides an introduction to mobile application development. It discusses the rise of smartphones and popularity of apps. The main mobile platforms of iPhone, Android, and Windows phone are described. Native apps access device features but are more expensive to develop, while web apps are cheaper but more limited. Hybrid apps combine aspects of native and web. The document outlines categories of apps and compares pros and cons of different app types. Development platforms and tools are also mentioned.
Mobile applications emerged in 2008 and operate on various platforms like Android, iOS, and Windows. They are commonly used in Pakistan for social networking, games, photos/videos, music, and entertainment. Native mobile apps are built specifically for a device's operating system, while mobile web apps are accessed through a browser. Pakistanis have contributed mobile apps like Groopic for group photos and a game by the world's youngest developer at age 10. Users download apps mainly to connect with others, be entertained, access websites and information.
The document discusses key strategies for designing a marketable mobile app. It recommends focusing on a target user group or activity, doing one main thing very well, and making the app socially driven. Specific examples are given of successful apps like Nike+ Running, MomsApp, Evernote, and Instagram that exemplify these strategies. The presentation emphasizes the importance of solving user problems, being unique, and redefining existing concepts to create a popular and viral app.
Smartphones use mobile phone technology to make calls and send texts but also have large touchscreens, powerful processors, and can run applications. Popular smartphones run Android or iOS operating systems. Tablets are portable computers that work like large smartphones and were popularized by the iPad. Tablets are best for entertainment while laptops are better for productivity due to their full keyboards and storage. Each device has pros and cons for tasks like portability, data storage, and typing comfort.
The document discusses the growing importance of mobile devices and apps for social media connections. It notes that there are now 4 times more mobile phone users than PC users, and that 80% of people in the US have a mobile phone. Push notifications through mobile apps allow for intimate communication with customers, with 97% viewing notifications compared to only 4% opening emails. The document encourages leveraging mobile apps for branding, customer engagement, and viral marketing to take advantage of the mobile world.
This document discusses the history and growth of mobile computing and smartphones. It explains that smartphones allow constant internet access and have led to increased social media usage on mobile devices. Many social networks like Facebook and Twitter now have over 250 million users accessing their sites via mobile phones. The document also explores how location-based social networks like Foursquare allow users to share their location with friends and check-in at venues. Marketers can take advantage of these mobile trends through branded mobile apps, location-based advertising, and social media marketing.
HashStudioz Technologies is a leading Mobile app development company that develops all kinds of mobile applications according to your specific needs. With our innovative mobile app solutions, businesses are increasing their efficiency and their feedback has made us a top mobile app development company on the world map.
https://bit.ly/3JucOt0
The document proposes an app called E1 NEWZZ that allows users to report news stories from their smartphones. It aims to give anyone interested in journalism the chance to be a citizen reporter. The app will have social media integration, easy navigation, and location services. It is targeted towards smartphone users, especially those interested in reporting or staying informed about their community. The founders estimate that after two years and reaching 100,000 users, the app could generate annual revenues of 500,000 INR from advertising and subscriptions.
The document provides an overview of the history and development of smartphones and mobile apps. It discusses:
1) How smartphones evolved from basic mobile phones by combining telephone capabilities with operating systems and additional features.
2) How modern smartphones integrate features of computers, media players, cameras and more through touchscreens and third-party apps.
3) The rise of Android and iOS as the dominant mobile operating systems, powering over 90% of smartphones.
4) How apps have become small, specialized programs that users can download to access a wide range of functions on their mobile devices.
The document discusses the evolution of mobile technology and its impact on consumer behavior. It notes that in 1983 the first commercial mobile phone call was placed using a phone that cost $3,995 and weighed over 2.5 pounds. Meanwhile, technology has improved dramatically while prices have decreased significantly. The future is no longer about consumers using computers but rather using mobile devices everywhere - to check email, look up showtimes, fill prescriptions and more. Mobile access now accounts for over half of all internet traffic and there are more mobile devices than people. As a result, marketers must understand how consumers use mobile throughout the purchase process and across different experiences like awareness, consideration, intent and advocacy.
Mobile applications, or mobile apps, are software programs developed specifically for smartphones and tablets rather than desktop computers. They are essential for most people's daily interactions with technology and can provide a variety of functions from social media and games to banking. Mobile apps offer advantages like convenience of use anywhere, personalization, and offline access, but also have disadvantages like limited functionality and potential security issues compared to desktop programs.
2. MOBILE APPLICATION
• Designed to run on small devices
like tablets, computer and
smartphones.
• They are usually available through
application distribution platforms,
typically operated by the owner of
the mobile operating system.
3. HISTORY
The history of mobile apps begins with
the history of mobile devices and the
first mobile phones whose microchips
require the most basic of software to
send and receive voice calls. But since
then things have got a lot more
complicated.
4. CURRENT STATE OF MOBILE APPLICATION
Native application environment
• Android
• iOS
• Windows phone 8
• Black berry 10
Non native application environment
• Phone gap
• Titanium mobile
5. TYPES OF MOBILE APPS
NATIVE APPS
Coded in objective C, Java
HYBRID APPS
HTML5, CSS, Javascript
WEB APPS
HTML5, CSS, Javascript
6. FUTURE STATE OF MOBILE APPS
• Wearable technology
• Google glass
• Galaxy gear
• Fuel band
7. CATEGORIES OF APPS
• There are 33 categories of apps in
Google Play and 24 categories in
Apple’s App Store. And there are
just 7 app categories that have
managed to reach more than 3% of
users, according to statistical
research.
8. GAMING APPS
• By far the most popular category among types of apps
• For developers game apps category is the most profitable one.
Examples of game apps:
• Clash of Clans
• Candy Crush Saga
• Angry Birds Go
• Subway Surfer
9. BUSINESS APPS
• Also referred to as productivity apps.
• They hold the second place with the considerable 10% share.
• Modern-day smartphones are capable of performing many complex tasks on
the run.
• e.g. Billing, buying, booking, sending emails, tracking working progress.
Examples of business apps:
• zameen.com
• ADOBE READER
• OLX
10. EDUCATIONAL APPS
• It may encompass a vast field of mobile apps
• Kids can learn while playing educational game apps.
• Students may learn out of the class and adjust individual learning pace.
• Many educational apps are useful for teachers as well for organizing a teaching
process better, educating themselves, etc.
• Examples of educational apps:
• MS PowerPoint
• ºÝºÝߣShare
• STEP
11. LIFESTYLE APPS
• It covers common human activities and interests from shopping, fitness
to fashion and even weight loss.
• Examples of lifestyle apps:
• Amazon
• SAMSUNG Health
• The DailyHoroscope
12. ENTERTAINMENT APPS
• This category includes chatting, streaming, watching online videos, posting photos and so on.
• These are the apps that have a tendency to invoke a kind of dependency, they keep us engaged, logged
in, always checking for updates.
• On the other side, imagination and talent of app creators bring lots of fresh and fun things to our lives.
• Examples of entertainment apps:
• Netflix
• TikTok
• Instagram
• Facebook
• WhatsApp
• Twitter
13. TRAVEL APPS
• Travel apps’ purpose as the title suggests is to make your traveling easier,
more comfortable, fun and informative.
• Some of them can literally guide you through the unknown sites abroad
using maps while some provide translation assistance.
• Examples of travel apps:
• Google Earth
• Uber
• Google Translator
14. NEWS/INFORMATION OUTLETS MOBILE APPS
• News and information apps supply their users with the news and
information in an easy to understand layout that efficiently navigates
them to the news of their preference.
• Examples of news apps:
• Google News & Weather
• Flipboard
• Yahoo News Digest
• Reddit
15. UTILITY MOBILE APPS
• Utilities are the types of mobile apps that come pre-installed on your device
and serve a single function.
• These are the types of mobile apps that are used more often, but for shorter
periods of time.
• Examples of utility apps:
• Reminders
• Calculator
• Flashlight
• Weather
16. CONCLUSION
• These are the most general categories. There are many more
types of apps like sport, digital books, food etc.
• But the purpose of all mobile applications is to make life easier
for everyone.