At the end of the book, "Intimate design – creating high-availability mobile products," translated by Mr. Niu Cheng, describes the two modes of the killer application on the mobile side:
1. High-goal driven services are dedicated to providing quick answers to specific questions. For example, "Where am I", "I want to book a new ticket", "What's the weather like today". For example, these specific services are more likely to be done using mobile phones, just as people prefer to use their phones to make phone calls instead of using QQ's video language to solve problem situations on specific occasions.
2. The only purpose of dedicated entertainment services is to pass the time. Examples include gossip gossip, games and sports services.
Passing time is the perfect app on mobile devices because they are available as soon as the user waits for something to happen.
At the bus stop? Play a game for a while.
Are you in line? Look at the gossip for a while.
On platforms like mobile phones, people seem more willing to have their own customized services. Or, there's a better experience.
In the guide to the release of app--mobile product managers, we have taught people to take the initiative to change their minds and not to think of apps as a tool, but as an act. People like to apply, and apps give them more control. Applications are replacing the network, which provides information, gaming, experience, and productivity, as well as control. When you look at application ideas and how they are recycled with a mindset of "satisfying a behavior," you get these ideas and the process of implementing them is smoother.
The experience on the phone