Contingency Plan and Executive Presentation

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AppleMetricswk3.docx

Apple Inc Metrics

Explain why this opportunity/threat was selected and how it is anticipated to benefit the organization

Apple Inc. is a technology behemoth that started in 1977. The company headquarters is in Cupertino, California and is one of the most valuable brands in the world. Apple products include software applications, computers and mobile devices and the company holds true to its mission and vision statement to create life changing products. Apple has many opportunities in the market, a factor that has all along build its competitive advantage.

The company is surrounded by many opportunities to ensure continued success. Apple commands a big part of the tablet, cell phone and wearable tech industry. These can all be complemented and improved by incorporating virtual reality (VR) and augmented reality products (AR) into wearable tech. According to IDC, the AR and VR markets are expected to reach $18.8 billion in 2020 (“Worldwide Spending on Augmented and Virtual Reality Expected To Reach $18.8 Billion In 2020”, 2019).

Getting involved in a trending and growing billion-dollar industry can be very lucrative for Apple. Apple can integrate VR and AR with the Apple Watch to bring more features and offer more convenience to its users. This technology can also make email, texts, and other apps come to life by being able to display this information directly in the consumers field of vision. Apple can also integrate VR or AR in text messaging or Facetime and give users can have a whole new text and FaceTime experience where users actually “see” each other, choose a location like Italy and chat in an alternative environment without physically being there. As an organization, Apple will benefit from increased sales VR and AR but the company will also benefit through improved efficiency and reducing costs. Trainings and meetings can be done in a virtual environment and employees separated by geographical regions can come together without the expense of travel. Virtual training can be done on a whole new level where new employees can shadow and learn from a senior employee without physically being there. AppleCare can also incorporate VR and AR in troubleshooting devices and making the interaction more human and personal. The possibilities are endless.

Create at least three measurable project objectives based on your analyses. Determine timelines and responsibilities for each purpose (e.g., with a RACI chart)

RACI Chart

Project Tasks

Project Owner

Business Analyst

Financial Lead

Design Director

1. Wearable Tech

Strategic Framework

A

C

A

I

Product Concept

A

C

C

I

User Testing

A

I

I

C

2. Virtual Reality and Augmented Reality

User Journey

C

R

I

I

Design Framework

C

A

I

I

Product Backlog

R

I

A

R

3. Customer Service

Measurement Framework

C

C

C

I

Delivery Roadmap

A

I

A

I

Technology Recommendations

R

C

I

C

Develop at least two metrics to evaluate the achievement of each of the project objectives.

Brand Loyalty

Although Apple is not always the first to market with new technology or features, the company has continually set the standard for brand loyalty. This brand loyalty has given Apple competitive advantage over its rivals. Apple’s mission and vision statement focuses on quality and providing products that can change their customers lives for the better. Apple products have a sleek and simple design but are also extremely powerful and advanced while still being easy to use. The company has been successful at delivering a seamless interaction between all their products, giving their customers ease and convenience. Tracking and increasing brand loyalty will help solidify Apple’s success when the company moves into the AR and VR markets.

Sales Revenue

Sales revenue shows if consumers are interested in the company’s products or service, if the company’s marketing efforts are effective and if the company is still competitive. Tracking sales revenue allows the company to determine what changes need to be made to the product, marketing and other competitive actions.

References

Worldwide Spending on Augmented and Virtual Reality Expected to Reach $18.8 Billion in 2020 (2019). Retrieved from https://www.idc.com/getdoc.jsp?containerId=prUS45679219