From the August 2017 comScore study slides:
- users spend 87% of their time in apps, 13% in mobile web, however… (slide 5)
- across age segments, users’ top 10 apps account for 96-97% of their app time (slide 9) – i.e. Facebook, YouTube, Google Search, etc.
- mobile web gets 2.2x more unique users per month than apps (slide 6)
From this data, it seems that the casual customer would be more likely to visit a mobile website than download and install an app.
A quote from a recent Morgan Stanley analysis:
‘As a crude generalization, the browser is for more casual audiences and apps are for more frequent and loyal customers.’
An early-childhood education and entertainment game, including original videos, music, artwork, animations, interactive activities, and a live host! That’s a lot to pack into one app!
Implemented with Adobe AIR; available for iOS and Android.
Multiple high definition displays showcase the Virtual Aquarium world, where users can interact with the live-streaming presenter, create a custom avatar fish and swim it around in the aquarium world, watch videos, and play games / activities. Users interact via provided built-in tablets or by using their own mobile device. The live presenter can also see and hear users at different locations, allowing real-time conversations and interaction!
An app for streamlined data entry into Apple’s HealthKit.
Yep, there are magical sparkles when you sign the Bully-Free pledge!
A first person physics-based catapult game I helped create with the excellent Flying Rhino team. Done with Objective-C, Box2D, Cocos2D for the iPad. The catapult is a 3D model created with Blender.