Since 2009, the British Museum has educated youngsters in Bloomsbury via its Samsung Digital Discovery Centre (SDDC). It’s free, and is the most extensive on-site digital learning programme of any UK museum.
I went along to the British Museum last week to see the launch of a new image recognition and augmented reality (AR) app, A Gift for Athena, helping kids to engage with the museum’s Parthenon gallery.
The app, built by Gamar, is simple in premise and use, but also a lot of fun, showing that augmented reality can succeed when applied in the right manner.
In this post I’ll discuss why the app works, and what’s needed to succeed with AR.
You might think that headline is hyperbole. It isn’t.
The new FIFA app, created by Monitise Create, is reviewed very favourably in the app store, with users unanimous in giving the app five stars.
I must say, I quite agree. The UX is basically flawless, and information is presented elegantly and simply. The imagery, the formatting, the type, the transitions, the icons; it’s all pretty.
It compares very favourably with (is better than) other ‘match centre’ apps such as Sky Sports, but offers lots of other content, too, notably news, World Cup content, FIFA rankings and interactive games.
With the app tipped to become the most popular sports app download, I thought I’d put it through its paces. Take a look at my review of one of the most beautifully designed apps I’ve used in ages.
21% of the global population will be using mobile apps by the end of the year. Your company may need an app too, but should you build your app for iPad, iPhone or Android?
One and a half billion people will be using mobile apps by the end of the 2013, equivalent to 21% of the global population.
Of course, mobile-optimised websites are clearly vital to communicate with your audience, with the balance now tipping in favour of responsive website design, but there’s still a strong case to be made for providing one or more apps as well.
But assuming you’re ready to commit, should you go for an iPad, iPhone or Android app?
This week sees the unveiling of HMV’s completely overhauled responsive website, HMV.com.
This follows the recent desktop and app launch of HMV Digital, a music download service which aims to rival iTunes.
It’s easy to dwell on HMV’s troubled recent past: the economic downturn, the rise of the internet, eventual liquidation. But let’s not do that here, after all HMV is very much looking towards the future.
Let’s take a look at its new responsive website in detail.
Digital is becoming ever more important for the comic industry.
Although the industry is guarded when it comes to revealing figures, Comixology (which release digital comics from the major publishers and many independents) has cited reaching 50m downloads in January 2012 and doubling that figure to 100m only 10 months later in October.
Physical comic book sales have been pushing against the tide of declining sales in other print media for some time now, with 2012 showing a 15% increase in sales year on year, and 2013 showing a similar trend.
It's clear the success of digital comics is increasing rapidly and concurrently with print, and it’s Marvel, who in the last few years has shown incredible skill in rebuilding its own brand, which is offering a lot more in terms of technology and service in its range of apps for mobiles and tablets.
Despite having an iPhone app for more than a year ASOS waited until last week to finally unveil the Android smartphone version.
It’s been a long time coming and as a regular ASOS shopper I was keen to try it out.
There’s no denying that the tablet is more than a passing fad.
With tablet shipments expected to grow 58.7% in 2013, rising from 144.5m to reach 229.3m, and with 34% of the US population currently owning a tablet, it’s important for brands to approach the tablet design process in an entirely unique and different way than the smartphone and desktop.
Rather than being an extension of these channels, there’s a huge opportunity to turn the tablet into a unique channel for engagement, capable of delivering strong conversion and incremental revenue.
H&M first launched its mobile app way back in 2010, however up until January this year you couldn’t actually use it to make a purchase.
Most major retail apps are transactional these days so it’s surprising that H&M has taken this long to make the upgrade, particularly as research shows that a majority of consumers expect to be able to make purchases using retail apps.
Now it just so happens that I’m on the look out for new some jeans, so I thought it was the perfect chance to see how easy it is to buy something using H&M’s Android app...
B&Q recently launched its new Club loyalty app as it seeks to take advantage of that fact that up to two-thirds of its customers use their phones in-store.
The home and garden retailer already has more than 640,000 customers signed up to its loyalty scheme, so the idea is to give them an easier way to redeem offers and also attract new users.
Rather than rewarding purchases with loyalty points, the B&Q Club app gives customers a reason to go in-store by offering exclusive discounts on various products.
The app, which was designed by Grapple, is available on iOS and Android, so I gave it a test run on my Galaxy S2...
In the early days of m-commerce it was often asked whether brands should opt for a mobile app or a mobile website.
I think most marketers now accept that there isn’t a one-size-fits-all approach, and the decision should be made based on the business needs and aims of individual companies.
However a new report from Compuware suggests that consumer preference is strongly in favour of apps (85%) ahead of mobile sites.
The most common reason for this is that apps are seen to be more convenient (55%), faster (48%) and easier to browse (40%).