Name Grace Ng NetID gng709 Group Number: 221 Website Link: http://infosys1102014s1group221.blogspot.co.nz/ Tutorial Details Tutor: Day: Time: Johnnie Shubert Wednesday 10am Time Spent on Assignment: 29 hours Word Count: 1626
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2 INFOSYS.110 DELIVERABLE 2 : BUSINESS SECTION 2014 INTRODUCTION The problem that my team is addressing that students have poor study skills, this means that students lack the essential skills necessary to study effecitvely throughout their high school to university life in order to memorise large amounts of information. Our teams solution is the memory lane app, a mobile app that enables students to map out a familiar route they take daily, using the gps locator on their phone, and identifying various landmarks along the way, allows students to attach a notification in the form of a voice note, a picture or otherwise, to appear when passing this landmark. This way students are able to associate things they need to remember with things they see on a daily basis, enhancing their ability to memorise items for study. 3. BUSINESS SECTION 3.1 Vision Our vision is to promote the development of study skills through an accessible and interactive platform for all people. 3.2 Industry Analysis: Mobile App Industry Industry: Mobile App Industry. This industry includes the development, distribution and creation of applications for use on mobile phones, or other such portable electronic devices. Force: High/Low: Justification: Buyer power: High The buyer power in this indsutry is very high as there are multiple apps readily available, both free and paid for users of both Android and Apple
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3 to choose from. (Butler, 2011). Supplier power: Low There are numerous mobile app developers in this industry, thus as a business we have many choices in employing a developer/designer to create the mobile app . (Butler, 2011). Threat of new entrants: High Entering this industry is realtively simple as once you have an idea in place, it is easy to employ a developer to code the application and to hire designers to help design the app. There are low entry barriers, and it competitors can easily distribute their app using Apple or Android app stores for relatively low cost. (Holzer & Ondrus, 2011) Threat of substitutes: High There are various alternatives to mobile phone apps, including many experienced people that can be hired to do things in person, or programmes that can be purchased that are more advanced than what a simple app can offer. Rivalry among existing competitors: High The mobile industry is a very tough market because it is so easy to enter into, and the numerous amounts of apps readily available to smart phone users at the push of a button. Thus competition in this industry is very intense especially with the increase in smart phone usage. (Holzer & Ondrus, 2011).
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4 Overall attractiveness of the industry: The mobile phone industry is generally an unattractive industry to be a part of with its low entry barriers, and high competitiveness, although it is an easy industry to enter, it is difficult to to be profitable. 3.3 Customers and Thei r Needs The group of customers we are aiming to target are high school to university aged students from the ages 11 onwards. This means that a focus should be maintained on keeping the app affordable, as students are often on a budget, and it is less likely for them to spend money on mobile phone apps when there are many free apps available. An app aimed at this group of customers means that it would need to be marketed in a way that would appeal to their interests, such as a more youthful design with simple language/slang that students would understand. (Tucker, 2013). Students often have short attention spans, so making sure that the app is interesting and egaging for students to use is key and enabling them to learn while not feeling bored. It is important to recognise that every student learns differently, so taking into account the effectiveness of different methods of studying and memorising is essential for students. (Shipley, 2009). Keeping the app simple to use and easy to learn how to use, and ensuring that it is not too time consuming as students are often juggling several aspects of their lives such as work, studying and socialising. (Evans, Gbadamosi & Richardson, 2014) 3.4 The Product and Service The memory lane app effectively caters to our target customers needs, espcially in terms of simplicity, most of the work is done by the gps locator, which easily identifies landmarks for the student to recognise. Although it requires the student to enter their own voice note which is related to their personal study notes and what they wish to memorise, this incorporates visual, auditory and kinesthetic methods of learning, which has been proven to be the most effective way to remember concepts accurately. The app is simple to use and engaging as students are able to take a familiar route they travel through each day and see it through different eyes. There is little effort required when using the app, and saves the student time, by being able to learn and study while travelling, it keeps their mind focused and engaged during this time.
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5 3.5 Suppliers and Partners Suppliers for the memory lane app would be app developers and app designers. Mobile app developers are our suppliers as we pay them to develop and programme the app for different mobile phone platforms. They code the software, and sort out technical adjustments and develop the app into a tangible product for us. Mobile app designers supply us with the asthetic aspect of the app, designing things like the logo, layout, colours and art. Partners would be Apple and Android services. A platform is required for the mobile app to be distributed. Thus one of our partners would be Apple, who are the manufacturers of iPhones and iPods, which are used by millions worldwide, as a suitable partner in order to work with their iOS systems to distribute and sell the app using the Apple App store. Another partner is Android, an operating system that functions on most mobilephones that are not Apple products. The majority of smart phone users work on an Android OS, so they are an effective partner in launching the app, especially to the popular google play app store. 3.6 Strategy: Cost Leadership Strategy The strategy for our mobile app is a cost leadership strategy as it is a broad market with low cost. Although there are several alternatives to help with studying and fostering study skills such as tutoring, group based learning and various other studying mobile apps readily available to students, by embracing a low cost strategy, this would attract more customers. This indicates that the competitive scope is a very broad market with mobile applications steadily growing towards high competitiveness. The low cost would be the most effective way in providing a cheaper and simple often to foster effective study skills. The overall strategy is therefore a Cost Leadership Strategy. 3.7 Value Chain Activity: Market and sell the product or service The most important value chain activity for this business is market and sell the product or service.
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6 Once the app has been created, it is most important to market and sell the memory lane app to our potential target customers. This will add significant value to the app, and enable customers to become aware of our service in order to purchase it, and for our business to begin to make a profit. This in turn will link in with our cost leadership strategy, using marketing strategies to ensure that the price is attractive and affordable to our customers, while still having a readily accesible app. This connects to our vision as marketing our app well means that It will become accessible to students as they will be notified of its existence and be able to purchase the app. 3.8 Business Processes 3.8.1. MARKETING PROCESS The marketing process involves the several steps, which encompass many decisions which have to be made by the business in order to come to a conclusion for how the app is to be marketed. This adds significant value to the distribution and adveritising of the app as it will make customers aware of the availability and presence of the app, thus persuading them to purchase the product.
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7 BUSINESS PROCESS 1: MARKETING PROCESS MODEL
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8 3.8.2. SALES PROCESS This process is key to our business as it will enable the business to make a profit through selling our app to customers in exchange for money. This will enable to business to thrive and to be able to expand and innovate apps, putting money into developing the app further. BUSINESS PROCESS 2: SALES PROCESS MODEL
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10 3.9 Functionalities 3.9.1. MARKETING PROCESS Co-ordination of the marketing plan Making decisions for the marketing plan 3.9.2. SALES PROCESS The transfer of money from customer to business. Downloading of app to mobile phone. 3.10 Systems
3.10. 1. MARKETING INTELLIGENCE SYSTEM This system works by scanning through various media sources such as reports, magazines, journals and business forecasts to carry purposeful searches that are relevant towards the organisation in order to save time, and to discover information that will help with the co-ordination of the marketing plan. This system supports the usefulness of finding effective and specific research that will result in marketing success. 3.10. 2. MARKETING MODEL SYSTEM This system allows marketing managers to interpret information used for decision making. Systems are able to create and generate models such as flowcharts, spreadsheets and statistics in order to compile information for managers to review and analyse data in order to make informed and educated decisions for the marketing process. 3.10. 3. E-COMMERCE SYSTEM this allows the electronic payment for online transactions. These enable financial transactions between the customer and the business to occur online, by wiring funds electronically, from a bank account or via a third party such as pay pal, in order for a purchase to be made and for order fufillment. This automatic transfer of funds supports the sales process as it is an exchange of money for the product/service.
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11 3.11. Summary Table: Value Chain to Systems
Value Chain Activity Processes Functionalities Specific Information System(s) Broad Information System(s)
Market or sell the product or service 1. Marketing process 1. Co-ordination of the marketing plan
2. Making decisions for the marketing plan
Marketing intelligence system
Marketing model system Executive information system
Decision support system 2. Sales process 1. The transfer of money from customer to business.
2. Downloading of app to mobile phone.
E-commerce payment system
Downloading and installing system Transaction processing system
Supply chain management system
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12 CONCLUSION Although the overall attractiveness of the moblie phone industry is generally unattractive, by adopting a cost leadership strategy, and identifying the importance of marketing and selling the product as a key value chain activity that will increase the value of our product, this allows business development. The mobile phone app requires both information systems, In the planning and development of the app, as well as IT in the creation and coding of the mobile app, indicating the importance of information systems in this business endeavour. In essence, the memory lane app focuses on allowing students to have an affordable and easily accesible platform to promote effective study skills using their smartphones.
REFERENCES
Butler, M. (2011). Android: Changing the Mobile Landscape. Persuasive Computing, 10(1), 4-7. Retrieved from http://ieeexplore.ieee.org/stamp/stamp.jsp?tp=&arnumber=5676144 Evans, C., Gbadamosi, G., Richardson, M. (2014). Flexibility, compromise and opportunity: Students' perceptions of balancing part-time work with a full-time business degree. The International Journal of Management Education, 12(2), 85-87. Retrieved from http://www.sciencedirect.com/science/article/pii/S1472811714000056# Holzer, A. & Ondrus, J. (2011). Mobile application market: A developers perspective. Telematics and Informatics, 28(1), 22-31. Retrieved from http://www.sciencedirect.com /science/article/pii/S0736585310000377 Shipley, L. (2009). Study Habits and the Reading, Mathematics and Science Performance of 15- year-old Female and Male Students, PISA, 2009. Statistics Canada, 9(1). Retrieved from http://www.statcan.gc.ca/pub/81-004-x/2012001/article/11617-eng.htm Tucker, D. (2013). Youth: It's not your audience it's theirs. Journal of Brand Strategy, 2(1), 40- 54. Retrieved from http://henrystewart.metapress.com /app/home/contribution.asp?referrer=parent&backto=issue,6,10;journal,5,9;linkingpubl icationresults,1:122564,1
S.110 Business Systems: Deliverable 2: Business Section 2014 Name Marthalena Heather Netid Group Number: Website Link: Tutorial Details Tutor: Day: Time: Time Spent On Assignment: Word Count: 1641