Professional Documents
Culture Documents
EXTERNAL GUIDE
Asst. Professor
Project Manager
Odigma
Bengaluru-24
Bengaluru - 43
MBA PROGRAMME
P.G DEPARTMENT OF MANAGEMENT STUDIES AND RESEARCH CENTRE
ATRIA INSTITUTE OF TECHNOLOGY
ANAND NAGAR, BENGALURU -560024
BATCH 2013-2015
www.odigma.com
CERTIFICATE
This is to confirm Mr. Nagdarshan G S Vedanthi (USN: 1AT13MBA20) has completed summer
internship over the topic A study on the usage of mobile apps for purchases Starting from 8th
Dec 2014 to 20th Feb 2015.
His findings were helpful to organization & he carried himself with discipline throughout his
project stint.
We wish him all the best for his future assignments.
Sincerely
Sourabh Sanyal
Project Manager
ODigMa
CERTIFICATE
. o \
Dr. K.S.Bhat
(Headof theDepartment)
(Prindipal)
DECLARATION
ptace:$orrq1dla,...s
oate:
ovf o+f z-o.s
Nagdarshan G S Vedanthi
(lAT13MBA20)
ACKNOWLEDGEMENT
Date:
o+/o t, /t*ts
Nagdarshan G S Vedanthi
Place:
h',y")d\.
(lATl3MBA20)
Table of Contents
Chapter
Particulars
Page no
Executive Summary
1.
Introduction
2.
3.
26
4.
40
5.
68
Bibliography
70
Annexure
71
LIST OF TABLES
Table No
Table-4.1
Table-4.2
Table-4.3
Table-4.4
Table-4.5
Table-4.6
Table-4.7
Table-4.8
Table-4.8a
Table-4.8b
Table-4.8c
Table-4.8d
Table-4.8e
Table-4.8f
Table-4.8g
Table-4.8h
Table-4.8i
Table-4.8j
Table-4.9a
Table-4.9b
Table-4.9c
Table-4.9d
Table-4.9e
Table-4.f
Table-4.9g
Table-4.9h
Table-4.9i
Particulars
Age
Annual Family Income
Occupation
Marital Status
Educational Qualification
Gender
Do you use Mobile Apps?
Do you purchase through Mobile apps?
Which of the following apps have you used for purchase?
What type of products/services have you purchased by mobile apps?
For how long have you been using Mobile apps for purchasing products/services?
What is the proportion of your purchases through apps in comparison to through websites?
Do you feel Secured while purchasing and paying through apps?
Who influenced you to purchase through apps?
How often do you purchase through mobile apps?
Do you prefer mobile apps for purchase over websites?
Do you get attracted by the offers and discounts given by the company for purchasing?
Will you be using Mobile apps for purchases in future also?
Why dont you use Mobile apps for purchases?
Do you carry out online purchases?
How often do you shop online?
Do you feel that only through websites purchasing and paying is secured?
If purchasing through apps becomes easier than websites, would you purchase
through apps?
Does promotional offers and discounts attract you to install and purchase through apps?
Do you find websites are more user friendly than mobile apps?
Will you start purchasing through apps if other people influence you?
Will you be interested to install and purchase through mobile apps in future?
Pg No
40
41
42
43
44
45
46
47
48
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
LIST OF CHARTS
Table No
Chart-4.1
Chart-4.2
Chart-4.3
Chart-4.4
Chart-4.5
Chart-4.6
Chart-4.7
Chart-4.8
Chart-4.8a
Chart-4.8b
Chart-4.8c
Chart-4.8d
Chart-4.8e
Chart-4.8f
Chart-4.8g
Chart-4.8h
Chart-4.8i
Chart-4.8j
Chart-4.9a
Chart-4.9b
Chart-4.9c
Chart-4.9d
Chart-4.9e
Chart-4.9f
Chart-4.9g
Chart-4.9h
Chart-4.9i
Particulars
Age
Annual Family Income
Occupation
Marital Status
Educational Qualification
Gender
Usage of mobile apps
Purchases through Mobile apps
Types of apps for purchase
Types of products/services purchased.
Duration of purchasing through apps.
Proportion of purchase
Feeling Secured
Influence for purchasing through apps.
Interval of purchase
Preference between apps and websites
Level of getting attracted
User's Decision
Reasons.
Online purchases
Frequency of purchases.
Buyer's view.
User's view.
Level of getting attracted.
User's View
Level of Influence
Willingness to purchase through apps in future
Pg No
40
41
42
43
44
45
46
47
48
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
EXECUTIVE SUMMARY
EXECUTIVE SUMMARY
Digital marketing is an Industry that makes use of electronic devices (computers) such
as personal computers, smartphones, cellphones, tablets and game consoles to market the product
or a service. Digital marketing applies technologies or platforms such as websites, e-mail, apps
and social networks. Digital Marketing can be through Non-internet channels like TV, Radio,
SMS, etc. or through Internet channels like Social Media, E-mails ads, Banner ads, etc. Social
Media Marketing is a component of digital marketing.
Internet and Mobile phones have changed the lifestyles of each and every individual, more than
anything else the purchasing styles of individuals have also changed to a certain level where
people tend to buy through websites and mobile apps. Therefore the researcher here has chosen a
topic as A Study on the usage of mobile apps for purchases.
The objective of the study is to study the various applications available for shopping over mobile
phones, to study mannerisms of the buyers while purchasing through the apps and What
Perception of buyers and non-buyers through mobile apps and to know why remaining customers
dont buy through apps.
The current research design adopted for study in Descriptive Research. The source of primary
data in this study is through structured questionnaire and personal visits. Secondary data were
collected through Web, Magazines & Journals and Newspapers. Non probability sampling has
been chosen for the study. The sampling method adopted was convenient sampling and 100 was
the sample size.The data collected were edited to eliminate errors and omissions.
Majority of the respondents are young men, well educated, single, students & working
executives in the lower middle class income group. Flipkart apps followed by amazon and
snapdeal are more popular among the respondents. Purchases of groceries are still preferred to
be done through retail outlets and not apps. Advertisements and offers seem to attract the
respondents to purchase through apps. The frequency of purchase through apps is only
occasionally or monthly.
It is suggested that the frequency of purchase by the respondents can be increased from the
current monthly to weekly by giving incentives through frequency programs.Apps can be
popularized through advertisements to increase its awareness and usage.Customers may be given
incentives to try to use mobile apps as it is found that once the customer uses the apps, they are
found to be comfortable with the app usage.
The researcher would conclude that there are more number of smart phone users who have used
apps and also use apps for purchases, but there are certain respondents who still dont use apps
for purchases the above suggestions and findings would help the company to increase the
number of purchases through mobile apps.The future is bright for the smart phones and hence
there is bound to be great opportunity for the marketers to promote their product sales through
mobile apps.
Chapter1
Introduction
During my Internship Project at ODigMa, I investigated the opportunities where SEO, SEM,
SMM could be effectively used. Importance of a search engine results, how users scan results
pages, how users clicks on the results. Project Started by learning and understanding all
techniques of SEO and the report describes about both on page and off page techniques of SEO,
How to analyze a website and also importance of content marketing in increasing page rank .
Page 1
To study the various applications available for shopping and other purpose over
mobile phones
This study would help is analyzing the willingness level of individuals to buy
through Smart Phone Apps.
This study would help in identifying the types and Need for mobile phone apps
used by the individuals.
Page 2
Descriptive research is a type of research, very widely used in marketing research. Survey method
has been used to carry out the study.
2. Secondary data: Data collected by someone else for some other purpose
The source of Primary data in this study is through Structured Questionnaire and Personal Visits
Secondary data were collected through Web, Magazines & Journals and Newspapers
Page 3
1.6.3.2 Identify the sampling frame: Sampling frame consists of only smartphone users and
online purchasers
1.6.3.4 Sampling Methods: Non probability sampling has been chosen for the study. The
sampling method adopted was Convenience Method.
The Data collected were edited to eliminate errors and omissions. The results of the collected
data were summarized in the form of statistical table. Simple one way tabulation has been
used. Simple percentage analysis has been used to analyze the collected data. After analysis
inferences were drawn
Page 4
service via the mobile phone provides a quite good alternative for the PC.
According to Jakob Nielsen a Web usability consultant of Denmark there are five attributes
of usability of mobile applications:
1.
2.
Satisfaction: Freedom from discomfort, and positive attitudes towards the use of the
product.
3.
Learnability: The system should be easy to learn so that the user can rapidly start
getting work done with the system;
4.
Memorability: The system should be easy to remember so that the casual user is able to
return to the system after some period of not having used it without having to learn
everything all over again;
5.
Errors: The system should have a low error rate, so that users make few errors during
the use of the system and that if they do make errors they can easily recover from them.
Further, catastrophic errors must not occur.
Christina Warren, a Mashable's Senior Tech Analyst says, over the last few years, in-app
purchases have become an increasingly common way for mobile app developers to enhance their
mobile products and services.
Page 5
Page 6
Engagement among these audiences showed even greater disparity with visitors
under the age of 45 accounting for nearly 3 in every 4 minutes spent on retail
content via smartphones, compared to 61.6 percent of retail minutes on desktop
computers.
Among the majority of the selected retailers, comScore reports that the iPhone
had a higher penetration compared to Android, while in most cases Android
devices delivered a larger audience due to the platforms higher overall market
penetration.
British Bankers Association, March 2014: In the UK 12.4million banking apps have been
downloaded, which are used on average 18.6million times per week.
AppNation, July 2013: Estimates suggest the combined value of paid apps, app-enabled
purchases of goods and services and in app advertising will double to $151 billion in the US
by 2017.
Pew Internet, September 2013: 74% of US adult smartphone owners aged 18+ say that they use
their phone to get directions or other information based on their current location.
Pew Internet, August 2013: Fifty-one percent of US adults, or 61 percent of internet users, bank
online. Thirty-two percent of US adults or 35% of cell phone owners, bank using their mobile
phone apps.
Page 7
1. Over 1000 smartphone users, 93% of people who use apps in stores had bought
something at a physical location in the last week, compared to 84% of non-users of
shopping apps who made a retail purchase. But these same people are also the most
active buyers of products across the Web, smartphones and tablets, while people who
dont use apps in a store generally are focusing most of their buying at physical
locations anyway.
2. Shopping app users are also more likely to purchase on devices, although this group
simply is more likely to make purchases on all digital and physical venues. But the instore app users are the ones who are most likely to move from browsing to actively
buying in the digital realm. They actually like using mobile and tablet devices to shop,
says Liuzzo. They really like what they are doing.
3. Shopping app users actually already know how to shop and are not necessarily looking
for convenience tools. Among those who dont use apps in-store they expressed interest
in comparisons as well, but they were also focused on convenience features like billpaying, store aisle maps and shopping lists.
Nielson says, The usage of mobile phone apps identifies 3 factors that should be considered
when evaluating usability.
1. User: Person who interacts with the product.
2. Goal: Intended outcome.
3. Context of use: Users, tasks, equipment (hardware, software and materials), and
the physical and social environments in which a product is used.
Page 8
Chapter2
Industry Profile
And
Company Profile
The term 'digital marketing' was first used in the 1990s. In the 2000s and the 2010s, digital
marketing became more sophisticated as an effective way to create a relationship with the
consumer that has depth and relevance.
The rapid evolution of digital media has created new opportunities and avenues for advertising
and marketing. Fuelled by the proliferation of devices to access digital media, this has led to the
exponential growth of digital advertising.
In 2012 and 2013 statistics showed digital marketing remained a growing field.
Digital media growth is estimated at 4.5 trillion online ads served annually with digital media
spend at 48% growth in 2010. An increasing portion of advertising stems from businesses
employing Online Behavioral Advertising (OBA) to tailor advertising for Internet users. Though
an innovative resource, OBA raises concern with regards to consumer privacy and data
protection.
Such
implications
are
important
considerations
for
responsible
Page 9
collecting information about a users online activity over time, on a particular device and across
different, unrelated websites, in order to deliver advertisements tailored to that users interests
and preferences.
3. Collaborative Environment: A collaborative environment can be set up between the
organization, the technology service provider, and the digital agencies to optimize effort,
resource sharing, reusability and communications.
Page 10
Page 11
Page 12
Page 13
Page 14
Page 15
How can you really tell when self-anointed marketing experts and brandividuals can
actually do the things they profess and create business value?
Page 16
Page 17
Page 18
Companies can and should use the same statistics to make different conclusions. For example, a
content marketing company would use the aforementioned statistic to prepare for an uptick in
sales conversations and meetings. On the flip side, a company whose competitors are already
knocking it out of the park with content marketing might pivot toward a channel that's untapped
in their industry. It's that old adage we're always talking about: it depends. The combination of
tactics and strategies that works for one business may not be the right mix for other brands.
Personalization will earn you some serious cred amongst your customers. As a marketer, the one
thing you should always be doing is listening to your customers. You won't be able to please
ATRIA INSTITUTE OF TECHNOLOGY
Page 19
Professionals everywhere will find and channel their inner marketer. A company's marketing
material is a direct reflection of the company itself. If a brand's marketing is bland and too
focused on self-promotion, customers will quickly realize they're dealing with a selfish, bland
company. These days, nobody wants to purchase from brands that are all about themselves. In
fact, customer-centric companies gained 43% in performance ratings compared to a 40%
decrease for companies who've neglected customer experience. That's a big deal. If your business
hasn't had discussions on customer experience, make it a priority early in 2015.
Up-and-coming trend: its all about the digital best dressed list. 2015, the year of Google Glass
and Apple's Watch. If we've learned one thing about the rise of smartphones and tablets, it's that
technology has the power to drastically change the digital marketing landscape in a very short
period of time. When it comes to technology, pay attention, adopt and experiment early, and
embrace change. It's the only way forward in our increasingly technical world.
Page 20
Page 21
For its very first client, ODigMa created records of sorts on Facebook marketing in India and the
client got featured in one of the most popular articles of the year 2010 that showed the bigger
brands on how social media can be leveraged for branding and promotions.
ODigMa has worked with several big brands like Myntra, MakeMyTrip, Infibeam, Airtel, MTS,
Marks & Spencer, Aditya Birla Group, HiDesign, Philips and a long list over 400 brands in the
last 4 years.
Page 22
Vision:
Our vision is to be a globally creative dominion digital media marketer, to make our client be
striking on both the digital and social media platforms.
Mission:
To build creative strategies and advertise about the clients products & services on the digital
platform as believe in performance based online marketing.
2.2.3 Services
The key services that are offered at ODigMa Consultancy include:
2.2.4Area of Operations
2.2.5 Infrastructure
Company uses legal soft wares like Adobe Photoshop for its designing requirements and MOZ
tools for Search Engine Optimization.
Page 23
Page 24
Strengths:
Employees working since at least 5 years having good domain knowledge.
Experienced workers.
Creative Designers.
Weaknesses:
Frequent change in staff personnel.
Opportunities:
Using old clients
Growth in the digital marketing industry.
Threats:
Tough competition
Changes in the taste & preferences of clients.
New entrants.
Page 25
Chapter-3
Theoretical Background of
the Study
media,
picture
sharing, mobile
games,
factory
and location-based services, banking, networking and file transfer, education, video streaming,
order tracking, ticket purchases and recently mobile medical apps. The explosion in number and
variety of apps made discovery a challenge, which in turn led to the creation of a wide range of
review, recommendation, and curation sources, including blogs, magazines, and dedicated online
app-discovery services. Recently, government regulatory agencies have launched initiatives to
regulate and curate apps, particularly mobile medical apps.
The popularity of mobile apps has continued to rise, as their usage has become increasingly
prevalent across mobile phone users. A May 2012 comScore study reported that during the
previous quarter, more mobile subscribers used apps than browsed the web on their devices:
Page 26
application
development requires
use
of
specialized integrated
development
environments. Mobile apps are first tested within the development environment using
emulators and later subjected to field testing. Emulators provide an inexpensive way to test
applications on mobile phones to which developers may not have physical access.
As part of the development process, Mobile User Interface (UI) Design is also an essential in the
creation of mobile apps. Mobile UI considers constraints & contexts, screen, input and mobility
as outlines for design. The user is often the focus of interaction with their device, and the
interface entails components of both hardware and software. User input allows for the users to
manipulate a system, and device's output allows the system to indicate the effects of the users'
manipulation. Mobile UI design constraints include limited attention and form factors, such as a
mobile device's screen size for a user's hand(s). Mobile UI contexts signal cues from user
activity, such as location and scheduling that can be shown from user interactions within a
mobile application. Overall, mobile UI design's goal is primarily for an understandable, userfriendly interface. The UI of mobile apps should: consider users' limited attention, minimize
Page 27
Page 28
Page 29
Page 30
3.4 Use of Mobile Apps: App Wrapping vs. Native App Management
Especially mobile apps in the BYOD context are a significant security risk for businesses,
because they transfer unprotected sensitive data to the Internet without knowledge and consent of
the users. Reports of stolen corporate data show how quickly corporate and personal data can fall
into the wrong hands. Data theft is not just the loss of confidential information, but makes
companies vulnerable to attack and blackmail.
Professional Mobile Application Management helps companies protect their data. One option for
securing corporate data is app wrapping. But there also are some disadvantages like copyright
infringement or the loss of warranty rights. Functionality, productivity and user experience are
particularly limited under app wrapping. The policies of a wrapped app can't change. So if
required, it must be created from scratch again, adding additional cost.
Alternatively, it is possible to offer native apps securely through Enterprise mobility
management without limiting the native user experience. This enables more flexible IT
management as apps can be easily implemented and policies adjusted at any time.
Page 31
Page 32
Page 33
Page 34
Page 35
Local weather
News
Stock quotes
Sports scores
Financial records
Traffic reporting
Customized traffic information, based on a user's actual travel patterns, can be sent to a mobile
device. This customized data is more useful than a generic traffic-report broadcast, but was
impractical before the invention of modern mobile devices due to the bandwidth requirements.
Page 36
3.6.10 Auctions
Over the past three years mobile reverse auction solutions have grown in popularity. Unlike
traditional auctions, the reverse auction (or low-bid auction) bills the consumer's phone each
time they place a bid. Many mobile SMS commerce solutions rely on a one-time purchase or
one-time subscription; however, reverse auctions offer a high return for the mobile vendor as
they require the consumer to make multiple transactions over a long period of time.
Page 37
Page 38
Can be designed for a wide range of uses - games, business productivity applications,
media applications, time management, and others. Some of the more complex and
graphic intensive functionality cannot be delivered over Web Apps.
Can function without Internet connectivity - once installed the application resides on the
device and does not require a signal to work. Excellent when youre in the subway
and need to slash some fruits.
Background operation application can run in the background and send push
notifications to the user. For example a task on the calendar can notify the user of a
pending due date and so on.
Can be sold through the iTunes store and have a subscription based service. And then you
get to pay Apple on a recurring basis! Glee!
Can directly interact with mobile device peripherals such as the camera, GPS, and
touchscreen.
Can perform complex operations on data without the need for server side code. In other
words, you dont have to buy rack space for your monster servers because Mike can now
resize his profile picture on the device itself.
Development time and cost is much higher than optimizing a website and creating a
WebApp.
To make application available to the whole market you will also need to develop Apps
for the Android and Blackberry platforms. Code cannot be reused across the platforms.
The application is harder to test for simple users a deployment package needs to be
installed on the device, devices have to be authorized for testing.
You need to share 30% of your total sales revenue with Apple.
Page 39
Chapter-4
Data Analysis and
Interpretation
Age
<20
21-30
31-40
41-50
>50
Total
No of respondents
11
52
27
6
4
100
Percentage
11
52
27
6
4
100
<20
21-30
27%
52
52%
31-40
41-50
>50
Page 40
No of respondents
25
44
18
10
3
100
Percentage
25
44
18
10
3
100
25%
<3 lacs
3-8 lacs
18%
8-13 lacs
13-18 lacs
44%
>18 lacs
Page 41
Occupation
Students
Service
Business
Homemaker
Total
No of respondents
45
41
14
5
100
Percentage
45
36
14
5
100
43%
34%
service
business
homemaker
others
Page 42
Marital Status
Married
Single
Divorced
Widowed
Total
No of respondents
45
55
0
0
100
Percentage
45
55
0
0
100
single
divorced
widowed
Page 43
Educational Qualification
Undergraduate
Graduate
post graduate
Total
No of respondents
16
53
31
100
Percentage
16
53
31
100
Page 44
Gender
Male
Female
Total
No of Respondents
56
44
100
Percentage
56
44
100
Page 45
No of respondents
100
0
100
Percentage
100
0
100
Yes
No
100%
Page 46
No of respondents.
Percentage.
57
43
100
57
43
100
43%
57%
Yes
NO
Page 47
No of Respondents
9
5
4
13
53
41
31
4
2
16
4
11
5
8
3
Percentage
15.78
8.77
7.01
22.8
89.47
71.92
54.38
7.01
3.5
28.07
7.01
19.29
8.77
14.03
5.26
Page 48
Page 49
No of respondents
Percentage
51
53
14
3
15
11
29
0
89.47
92.98
24.56
5.26
26.31
19.29
50.87
0
100
90
80
70
60
50
40
30
20
10
0
Page 50
No of respondents Percentage
20
35.08
36
63.15
1
1.75
0
0
1-2yrs
2-3yrs
>3yrs
Page 51
Proportion of purchases
Entire 100% through apps
>50% through apps
<50% through apps
No of respondents
Percentage
5
38
14
8.77
66.66
24.56
>50% through
apps
<50% through
apps
Page 52
Feeling Secured
Yes
No
No of respondents
Percentage
57
0
100
0
Yes
No
100%
Page 53
No of respondents
Percentage
27
47.36
1
1.75
39
68.42
7
12.28
80
Siblings
Advertisements
Self-Motivation
Page 54
Interval of purchase
Weekly
Fortnightly
monthly
Occasionally
No of respondents
0
0
21
36
Percentage
0
0
36.84
63.15
Fortnightly
monthly
Occasionally
Page 55
No of respondents
Percentage
17
29.82
40
70.17
0
0
Sometimes prefer
never prefer
Page 56
No of respondents
Percentage
40
70.17
15
26.31
2
3.5
sometime
never
Page 57
User's Decision
Yes
No
No of Respondents Percentage
57
100
0
0
yes
no
100%
Page 58
Reasons
Inconvenient
Never got to know
Not Attractive
Does not contain much details
Others
No of Respondents Percentage
14
32.55
8
18.6
9
10.93
9
10.93
3
6.97
Others
Page 59
Online purchases
Yes
No
No of Respondents
Percentage
43
100
0
0
Yes
No
100%
Page 60
Frequency of purchases
Weekly
Fortnightly
Monthly
Occasionally
No of Respondents Percentage
0
0
0
0
6
9.3
37
86.04
Fortnightly
Monthly
Occasionally
Page 61
Purchaser's view
Yes
No
No of Respondents
Percentage
30
70
13
30
30%
yes
no
70%
Page 62
User's view
Yes
No
No of Respondents
Percentage
34
79
9
21
Page 63
Table 4.9f: Does promotional offers and discounts attract you to install and
purchase through mobile apps?
No of Respondents Percentage
29
67
14
33
33%
yes
no
67%
Page 64
User's View
Yes
No
No of Respondents Percentage
43
100
0
0
yes
no
100%
Page 65
Level of Influence
Yes
No
No of Respondents Percentage
29
67
14
33
33%
yes
no
67%
Page 66
No of Respondents
Yes
No
Percentage
26
17
60
40
40%
yes
no
60%
Page 67
Chapter 5
Summary of Findings,
Suggestions and Conclusion
5.1 Findings
Majority of the respondents are young men, well educated, single, students & working
executives in the lower middle class income group.
Most of the respondents here, who have used apps, have used apps to purchase also.
Flipkart apps have been used mostly followed by Amazon and Snapdeal.
The amount of groceries purchased through apps is minimal. This proves that people
would want to touch and feel the groceries to ensure quality.
Young respondents here tend to purchase through apps more than through websites.
All the respondents here who use apps for purchases feel secured to purchase through
apps.
Offers and discounts are found to attract the respondents to purchase through apps.
All the respondents here who use apps for purchases are willing to continue purchase
through apps in future also.
Inconvenience is the major reason for certain respondents for not using apps for
purchases.
As people are getting used to internet in recent times, all the respondents here shop
online.
Respondents who do not use apps for purchases say that if apps become easier than
websites, then they would lean towards apps for purchase.
Respondents who use websites for purchases say that only websites are user friendly than
apps.
Page 68
5.2 Suggestions
The researcher would suggest that the companies must try to come up with apps with
good designs to increase the purchases through apps.
The company must try to come up with different promotional offers and discounts which
would also increase the number of purchases through apps.
The frequency of purchase can be increased from the current monthly to weekly by
giving incentives through frequency programs.
Apps can be popularized through advertisements to increase its awareness and usage.
Customers may be given incentives to try to use mobile apps as it is found that once the
customer uses the apps, they are found to be comfortable with the app usage.
5.3 Conclusion
The researcher would conclude that there are more number of smart phone users who have used
apps and also use apps for purchases, but there are certain respondents who still dont use apps
for purchases. The above suggestions and findings would help the company to increase the
number of purchases through mobile apps.
The future is bright for the smart phones and hence there is bound to be great opportunity for the
marketers to promote their product sales through mobile apps.
Page 69
BIBLIOGRAPHY
Books:
Webliography:
Page 70
ANNEXURE
1. Age
<20 21-30 31-40 41-50 >51
2. Annual Family Income
<3lacs 3-8lacs 8-13lacs 13-18lacs >18lacs
3. Occupation
Student Service Business Homemaker Others (specify)
4. Marital Status
Married Single Divorced Widowed
5. Educational Qualification
Undergraduate Graduate Postgraduate
6. Gender
Male Female
7. Do you use Mobile Apps?
Yes No
8. Do you purchase through Mobile apps?
Yes No
If No, proceed to question 9 directly.
If Yes,
8 a. Which of the following apps have you used for purchase?
Taxi services Airline apps Railway apps Bus services apps Flipkart
Amazon Snapdeal qiker E-bay Olx Gaming apps Zomato
Mobile recharge Others (specify)
.
ATRIA INSTITUTE OF TECHNOLOGY
Fitness
Page 71
sometimes never
8j. Will you be using Mobile apps for purchases in future also?
Yes
No
Page 72
Page 73