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Introduction to Mobile Development

Introduction to Mobile Development. Mobile Communications. One of the fastest growing industries on earth Unprecedented consumer take-up Mobile phones traditionally seen as one-to-one communication tools Increasingly seen as a "media platform" or "mobile device".

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Introduction to Mobile Development

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  1. Introduction to Mobile Development

  2. Mobile Communications • One of the fastest growing industries on earth • Unprecedented consumer take-up • Mobile phones traditionally seen as one-to-one communication tools • Increasingly seen as a "media platform" or "mobile device"

  3. Mobile Platform: Interface Considerations Advantages • One Hand • On the move (i.e. no office implements around) Disadvantages • Keypad problems (non-intuitive)‏ • No Mouse

  4. Mobile Limitations: Input • Keypads vs touch screen

  5. Mobile Limitations: Input • Text input is slow and can be seen as an obstacle • Minimise text input wherever possible • .mobi example

  6. Mobile Limitations: Screen Size • Different resolutions / aspect ratios Nokia 6300 240x320 Blackberry 8320 320x240 Sony Ericsson T303 128x160 LG Viewty  240x400

  7. Mobile Limitations: Screen Size • Games / Applications need to be adapted to work at different resolutions:

  8. Other Mobile Limitations • Battery life • Graphical capabilities • 3D support limited • Sound • MP3 support very limited • MIDI support more common • Can be annoying in some usage scenarios • Literally 1000s of different devices on the market

  9. Other Mobile Limitations • Network / Bandwidth • Network speeds vary depending on coverage and device • Download charges vary, can be expensive to download lots of data. For e.g. music and video • Multiplayer capabilities • Limited and can experience disconnection regularly (for e.g. when going through tunnels on trains)

  10. The Mobile Opportunity • A mobile phone is always with you, a good mobile application takes advantage of 'mobility' and location • Can be location aware (GPS / LBS) • Usage in short bursts, as opposed to long sessions • Can work in conjunction with web applications and services, for e.g. Flickr, Facebook, Amazon, Google earth or other web services

  11. Social Impact • Creativity • take a photo, decoration, ring-tones and social creativity) • Mobility (communicate on-the-go, media consumption and production on-the-go, extension of the human, GPS etc…)‏ • Shozu, flickr, Facebook, Bebo

  12. Case Study 1 – Mobile Visitor Guide • Digital visitor guide • Allows user to look up information on a certain location: • Attractions, places to visit, eat etc.. • Connects to online database and uses information from Real Yorkshire website.

  13. Case Study 2 – Yarwood Promotional Game • Promotes YarwoodSupalite Brand • Simple 'pick up and play' casual game • Simple interface, one button used • Works on all devices, small dynamic application

  14. Case Study 3 - Ecorio • Uses GPS to track location • Tracks your movement and calculates carbon output based on transport method used • Find out detailed information on your carbon footprint • Allows you to offset your carbon direct via mobile application

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