Distribution StrategiesMobile Training

How do delivery platform stats affect elearning development for manufacturers?

You can’t develop and test for every environment but knowing the current trends can help you make informed decisions about your target devices.

We’ve been told that before starting to develop eLearning content, we are to establish goals, define the target audience, and identify delivery platform such as device, browsers and operating system.

When I develop for internal workstation use, these technical specifications are usually pretty tightly controlled by IT. But as my team and I develop more and more for mobile platforms, the options have become increasingly complex.

Due to time and budget constraints I can’t develop for ALL platforms. Knowing that they must be defined so you can test and support your program when it is finished, how do you accomplish this?

The following are some statistics that may help in your platform definition process.

A good place to start is with usage statistics.

What operating systems and browsers are the most used?

Desktop computers still command the largest share of usage stats, with over 95% of users viewing content on desktop computers.

The top three stats that are of concern to developers for desktop use are operating systems, browsers and resolution:

  1. Operating Systems

    As of this writing, the desktop operating systems in order of usage, are as follows:

  • Windows7
  • Windows 8
  • Mac (should there be a version listed?)
  • WindowsXP
  • Linux
  1. Browsers

    As of this writing the top five browsers in the desktop environment are:

  • Google Chrome – 59.6%
  • Mozilla Firefox – 24 %
  • Internet Explorer – 9.9%
  • Apple Safari – 3.6%
  • Opera – 1.6%
  1. Resolution

    While I am still talking desktops here, it is also interesting to know that screen resolution can matter, even when you are developing your program to be responsive.

    According to the w3schools (a developer information site), as of today, 99% of your visitors have a screen resolution of 1024×768 pixels or higher, with 34% being even higher than 1920×1080.

    So don’t be shy about going big and know that if you decide on small that many people will be seeing a lot of extra space on either side of your program in their browser.

Defining a platform for desktop is relatively straightforward. Now, let’s take a look at the more complex world of developing e-learning for mobile devices.

Mobile

In terms of smartphones, here are the 2013 statistics for the global market share of smartphones. Keep in mind that mobile is still only 4.3% of the total market in terms of platform.

Browser – global market share

  • Android – 78.4%
  • iOS – 15.6%
  • Microsoft – 3.2%
  • RIM – 1.9%
  • Other – .9%

Tablets

The interesting thing to note about tablet statistics is that most of the global market share is held by companies (combined) other than the ones we all know.

  • Apple – 26.9%
  • Samsung – 17.2%
  • Lenovo – 4.9%
  • Asus -4.6%
  • Acer – 2%
  • Others – 44.4%

Of course, this information is a constantly moving target, so I’m providing the following links to check for the latest statistics:

By the way, are you reading this on a phone? What kind? Please add this info to the comment section below.

Ron Trilling
Author of Learning Lines | Founder and Partner, at Media Dynamics
Ron is a great source of information when it comes to eLearning. He has a background in instructional design and has worked with many companies to help develop their eLearning content and courses.
Previous post

eLearning for Manufacturers: 8 Production Cost Cutters to Avoid

Next post

Who’s on a manufacturing Elearning Dream Team?

No Comment

Leave a reply

Your email address will not be published. Required fields are marked *

You may use these HTML tags and attributes: <a href="" title=""> <abbr title=""> <acronym title=""> <b> <blockquote cite=""> <cite> <code> <del datetime=""> <em> <i> <q cite=""> <strike> <strong>