Introduction
Sports R Us is an established business and a market leader in providing sports activities through its sports program which also entails camps and clinics. As an independent stakeholder, it includes training techniques to its customers including schools and recreation units within the Chicago residential community. In a recent bid to widen this coverage, the company is taking a move to begin development of a web application that is going to be accessible all over the internet and in mobile devices.
The mobile self-service design will allow customers access sporting information such as tutorials, dieting guides, and perform routine tasks without physical meetings with either the coaches or other administrative staff. For the customer, satisfaction will be increased when they can fulfill their sporting needs fast through this service, and more conveniently. All of this, because, there aren't time limitations that mandate the customer to work within a schedule and convenience, regarding future reference as the need arises. Products and services are therefore passed over this efficient service without active human support all the time.
The target market for the product is a population of about 83% of American nationals who engage in sports (Oberheide, Song, & Goodman, 2017). Chicago alone has teams famous for all kinds of sports including the legendary Chicago Bulls (basketball), Chicago Blackhawks (hockey), and Chicago Bears (football) among others. Games are more than just leisure not only in this city alone but also in other more extensive regions of the United States (Oberheide et al., 2017). Also covered within this region are Clubs with sporting facilities, high schools and centers for higher learning and Sporting events.
To meet the needs of these target audiences, the mobile service must be fast and include a 'search' query box where a customer can input what they want to see for convenience (Ding & Davis, 2017). It must be built to be efficient such that there are minimal dialog boxes that may cause a distraction. The customers, e.g., coaches need to navigate through the site easily for material (Ding & Davis, 2017). The home page should contain a specific summary of the organization; a tool for quick links sorted regarding either date or popularity assessed through clicks per day.
The estimated budget for the project is set at about $23k to acquire materials e.g., Smartphone handset and which should also take care of a test run of the product at different phases of development and also invite an opinion once the product is discharged to a population (a group of people of around 100) with representatives from all customer groups, i.e., professional coaches and players, high school students, sport event organizers and promoters.
The website design in mobile devices will contain essential information about the organization, i.e., Homepage, a tool for quick links, and short, clear statements that are straight to the point (Turban et al., 2018). Menu items will also be more defined so that they are more visible and customers can easily find what they are looking for. It will be designed merely and without the clutter of too many videos. It will be designed to be HTML responsive.
It should also include a list of categories, e.g., Healthy Dieting, Easy warm-up exercises, and different navigation bars for the various kinds of sports, i.e., basketball, football, etc. The mobile application design will be scaled to show a wide of the display without compressing or stretching it. Mobile handsets are more convenient to use with touch and voice input system (Remillard, 2017).
Surveys can be used to measure satisfaction of customer browsing experience. The studies can be done in groups where all customer demographics are represented including sporting clubs, high school teams and outside developers to recognize and eliminate loopholes (Villagrasa, Fonseca, Redondo, & Duran, 2018). Surveys can be online through the provision of feedback mechanisms by users. Different methods can be used together for efficiency and all rounded feedback (Villagrasa et al., 2018).
Conclusion
Implementation of the mobile self-service will be achieved by incorporation in an existing application store, e.g., Google plays for Android devices (Ding & Davis, 2017). For others such as windows, it can be made available in the windows store, while for Apple devices, the application can be availed in the iTunes store. Activation of accounts, or application alerts and commands can be done through texts messages for better self-service.
References
Ding, X., & Davis, M. M. (2017). Introduction to the Special Section on Cocreating the Customer Service Experience with High Tech and High Touch.
Oberheide, J., Song, D., & Goodman, A. (2017). U.S. Patent No. 9,544,143. Washington, DC: U.S. Patent and Trademark Office.
Remillard, A. (2017). Frank Merriwell and the Fiction of All-American Boyhood: The Progressive Era Creation of the Schoolboy Sports Story.
Turban, E., Outland, J., King, D., Lee, J. K., Liang, T. P., & Turban, D. C. (2018). Intelligent (Smart) E-Commerce. In Electronic Commerce 2018 (pp. 249-283). Springer, Cham.
Villagrasa, S., Fonseca, D., Redondo, E., & Duran, J. (2018). Teaching case of gamification and visual technologies for education. Gamification in Education: Breakthroughs in Research and Practice: Breakthroughs in Research and Practice, 205.
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