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Analysis Of The Six New Survival Rules Of Mobile Internet
< p > < img src= "/uploadimages/201305/08/2013050810540028114193112.jpg" align= "center" border= "0" alt= "/" > /p >
< p > < /p >.
< p > rule 1: < /p >
< p > fast iteration: by updating products, you can also wake up some silent users < /p >
< p > for the traditional Internet products, especially the client products, the release cycle is often longer. This is because the update of client products is not particularly convenient. On the other hand, users have a high tolerance for products. Even if the products are not very good, other functions are not big problems as long as the functions can meet the needs of users. < /p >
< p > but in the mobile Internet era, users are less tolerant of products. And a mobile app may just be close to completion when it is launched, which requires updating products through rapid iterative development, and constantly improving products to retain users. At the same time, by updating the product, we can also wake up some silent users, and let some users who used to download applications but use very few users give the application another chance. < /p >
< p > of course, fast iteration should also be based on the function and interaction of products. The core function of the product should be basically completed at the first time. This is also the key to ensure that users can get users when they are launched. < /p >
< p > rule two: < /p >
< p > function focus: a large and full product will confuse users with < /p >.
< p > from the era of portals, Internet products tend to be large and complete, that is, a website or a client can satisfy all the needs of users. But such thinking will not work in the mobile Internet era. < /p >
< p > mobile application should be simple and direct, focusing on solving a user's problem. A large and complete application will confuse users and do not know what to do. In fact, many mobile Internet applications are subdividing functions. For example, Facebook will make photos and chat to separate applications. But don't forget, just taking pictures and chatting is the best way to do Instagram and WhatsApp. < /p >
< p > at this point, Baidu and watercress are very good at home. Baidu's approach is similar to Facebook, which has a large and comprehensive application. It also splits specific functions into separate applications, such as post bar. The bean paste is more thorough, the bean paste has not done "bean paste application", but has introduced various subdivision applications to meet the needs of different users. < /p >
< p > rule three: < /p >
< p > open cooperation: a person's success is inseparable from the team, the company must achieve great achievements and cooperation. < /p >
< p > the traditional Internet does not do well in openness, which is largely restricted by the development of the Internet. Because at that time the Internet was not mature enough, a traditional Internet Co had to do all kinds of work on its own. But in the mobile Internet era, a lot of work can be achieved through cooperation to maximize efficiency. < /p >
< p > Mobile Internet < a href= "http://www.91se91.com/news/index_c.asp" > industry chain < /a > longer than traditional Internet. Therefore, a mobile Internet Co needs to cooperate with upstream and downstream companies in the industrial chain to accomplish a lot of work. From the point of view of mobile games, there are R & D companies, distribution companies and platform companies. These three are an organic combination, so that people in every field can do what they are best at. < /p >
Less than P, this open cooperation brings not only the efficiency improvement, but also the growth of the industry. Because of the reasons for opening and cooperation, every link in the industry can get development opportunities, and the progress of each link will also promote the progress of the whole industry. < /p >
< p > rule four: < /p >
< p > online and offline integration: completing online work does not mean half of success. < /p >
< p > the characteristic of mobile Internet is that users will carry mobile devices, and mobile devices can easily get users' location information. This allows online and offline integration to become more closely integrated. < /p >
< p > for the life class application, many times, the application itself is only the place where users interact with the product. The real core is the ability of the back end, especially the offline capability. For example, there should be enough restaurant information in the catering application, enough movie information in the movie application, enough information for drivers to apply to the taxi application. These are not an application that can be solved, but a need for offline development. < /p >
< p > but offline development is often more difficult than online, which is completely different from product development, nor is it faster than online business to replicate and expand. This requires team patience and wired experience to convince traditional enterprises to join the mobile Internet. < /p >
< p > rule five: < /p >
< p > fast transformation: admit mistakes as early as possible, and everything will be in time, < /p >
< p > the development cost of mobile Internet is relatively low, which means lower trial and error cost. A failed product does not mean the end of the world. The company can also develop the next product as soon as possible, or even transform it. < /p >
< p > many mobile Internet Co have failed many times before they succeed. Rovio has had 51 games before developing angry birds. These games haven't received huge market response, but they have ensured that Rovio can survive and learn from past Games - experience of playing games and team work experience. < /p >
< p > another example is Instagram. This application was not a photo sharing at the beginning, but its founders found that the original mode was not feasible. But through previous attempts, he discovered the need for user photo sharing and successfully launched Instagram. < /p >
< p > rule six: < /p >
< p > never plagiarize: design your products from the needs of users < /p >
< p > China Internet Corporation often carries the name of "plagiarism" because many Chinese Internet products learn from foreign products, and even the phenomenon of Chinese Internet products plagiarism also happens. But this may be less and less in the mobile Internet era. < /p >
< p > on the one hand, the cost of plagiarism is getting higher and higher. In the era of mobile Internet, plagiarism is easier to find and is despised by peers and users. On the other hand, the mobile Internet is showing more and more localized characteristics. China's mobile Internet environment is quite different from that of the United States, which makes it more and more unrealistic to copy American products. < /p >
< p > but this does not mean that China Mobile Internet practitioners should close their doors to create a great idea on their own. Instead, they should start from the needs of users and design their products by finding the pain points of users. < /p >
< p > < /p >.
< p > < /p >.
< p > < /p >.
< p > rule 1: < /p >
< p > fast iteration: by updating products, you can also wake up some silent users < /p >
< p > for the traditional Internet products, especially the client products, the release cycle is often longer. This is because the update of client products is not particularly convenient. On the other hand, users have a high tolerance for products. Even if the products are not very good, other functions are not big problems as long as the functions can meet the needs of users. < /p >
< p > but in the mobile Internet era, users are less tolerant of products. And a mobile app may just be close to completion when it is launched, which requires updating products through rapid iterative development, and constantly improving products to retain users. At the same time, by updating the product, we can also wake up some silent users, and let some users who used to download applications but use very few users give the application another chance. < /p >
< p > of course, fast iteration should also be based on the function and interaction of products. The core function of the product should be basically completed at the first time. This is also the key to ensure that users can get users when they are launched. < /p >
< p > rule two: < /p >
< p > function focus: a large and full product will confuse users with < /p >.
< p > from the era of portals, Internet products tend to be large and complete, that is, a website or a client can satisfy all the needs of users. But such thinking will not work in the mobile Internet era. < /p >
< p > mobile application should be simple and direct, focusing on solving a user's problem. A large and complete application will confuse users and do not know what to do. In fact, many mobile Internet applications are subdividing functions. For example, Facebook will make photos and chat to separate applications. But don't forget, just taking pictures and chatting is the best way to do Instagram and WhatsApp. < /p >
< p > at this point, Baidu and watercress are very good at home. Baidu's approach is similar to Facebook, which has a large and comprehensive application. It also splits specific functions into separate applications, such as post bar. The bean paste is more thorough, the bean paste has not done "bean paste application", but has introduced various subdivision applications to meet the needs of different users. < /p >
< p > rule three: < /p >
< p > open cooperation: a person's success is inseparable from the team, the company must achieve great achievements and cooperation. < /p >
< p > the traditional Internet does not do well in openness, which is largely restricted by the development of the Internet. Because at that time the Internet was not mature enough, a traditional Internet Co had to do all kinds of work on its own. But in the mobile Internet era, a lot of work can be achieved through cooperation to maximize efficiency. < /p >
< p > Mobile Internet < a href= "http://www.91se91.com/news/index_c.asp" > industry chain < /a > longer than traditional Internet. Therefore, a mobile Internet Co needs to cooperate with upstream and downstream companies in the industrial chain to accomplish a lot of work. From the point of view of mobile games, there are R & D companies, distribution companies and platform companies. These three are an organic combination, so that people in every field can do what they are best at. < /p >
Less than P, this open cooperation brings not only the efficiency improvement, but also the growth of the industry. Because of the reasons for opening and cooperation, every link in the industry can get development opportunities, and the progress of each link will also promote the progress of the whole industry. < /p >
< p > rule four: < /p >
< p > online and offline integration: completing online work does not mean half of success. < /p >
< p > the characteristic of mobile Internet is that users will carry mobile devices, and mobile devices can easily get users' location information. This allows online and offline integration to become more closely integrated. < /p >
< p > for the life class application, many times, the application itself is only the place where users interact with the product. The real core is the ability of the back end, especially the offline capability. For example, there should be enough restaurant information in the catering application, enough movie information in the movie application, enough information for drivers to apply to the taxi application. These are not an application that can be solved, but a need for offline development. < /p >
< p > but offline development is often more difficult than online, which is completely different from product development, nor is it faster than online business to replicate and expand. This requires team patience and wired experience to convince traditional enterprises to join the mobile Internet. < /p >
< p > rule five: < /p >
< p > fast transformation: admit mistakes as early as possible, and everything will be in time, < /p >
< p > the development cost of mobile Internet is relatively low, which means lower trial and error cost. A failed product does not mean the end of the world. The company can also develop the next product as soon as possible, or even transform it. < /p >
< p > many mobile Internet Co have failed many times before they succeed. Rovio has had 51 games before developing angry birds. These games haven't received huge market response, but they have ensured that Rovio can survive and learn from past Games - experience of playing games and team work experience. < /p >
< p > another example is Instagram. This application was not a photo sharing at the beginning, but its founders found that the original mode was not feasible. But through previous attempts, he discovered the need for user photo sharing and successfully launched Instagram. < /p >
< p > rule six: < /p >
< p > never plagiarize: design your products from the needs of users < /p >
< p > China Internet Corporation often carries the name of "plagiarism" because many Chinese Internet products learn from foreign products, and even the phenomenon of Chinese Internet products plagiarism also happens. But this may be less and less in the mobile Internet era. < /p >
< p > on the one hand, the cost of plagiarism is getting higher and higher. In the era of mobile Internet, plagiarism is easier to find and is despised by peers and users. On the other hand, the mobile Internet is showing more and more localized characteristics. China's mobile Internet environment is quite different from that of the United States, which makes it more and more unrealistic to copy American products. < /p >
< p > but this does not mean that China Mobile Internet practitioners should close their doors to create a great idea on their own. Instead, they should start from the needs of users and design their products by finding the pain points of users. < /p >
< p > < /p >.
< p > < /p >.
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