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Learn about the benefits of mobile web applications, when to create native apps, and how to mobilize your existing services. Discover tools and techniques for developing mobile-friendly content and testing your applications.
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Get Started with Mobile Web ApplicationsOIT Lunch & Learn Jason Casden, Digital Technologies Development Librarian David Woodbury, NCSU Libraries Fellow
When to Make a Native App • Charging for it • Creating a game • Using specific locations* • Using cameras • Using accelerometers • Accessing the filesystems • Offline users * Actually available to web-based applications 3
The Case for Mobile Web Apps “I believe that unless your application meets one of these native application criteria, you should not create a native application, but should instead focus on building a mobile web application.” — Brian Fling, “Mobile Design and Development” 4
Our mobile services • Locations & Hours • Computer Availability • Book & Article Search • Room Reservations • GroupFinder message board • Reference Services • News & Events • Webcam Feeds • Link to campus mobile site
What to mobilize? • What services are currently available? • What services are applicable on a mobile device? • What services translate well to the mobile environment? • What tools can be created easily? • What would be fun to see?
Don’t mobilize everything 11 links vs 100 links
Limit data to mobile context • For time oriented data, we assume current day & time • We assume action oriented
Our tools • Mobile website • XHTML 1.0 transitional • CSS • non-essential JavaScript and AJAX • MIT Mobile Web Open Source Project • Leaned on pre-existing web services • Targeted higher-end devices 21
No developers? • Tools that require only HTML knowledge • WordPress, iWebKit, iUI, jQTouch, Dashcode… • Good for static content • Rapidly becoming more sophisticated • Can help to build or prototype a mobile site very quickly 22
No developers? • Vendors • Boopsie, Terribly Clever… • Can manage mobile development process for you • You may lack control over the final product • May be expensive • Doesn’t develop internal expertise 23
Testing CC BY-SA 2.0: http://www.flickr.com/photos/wfryer/3929189482/ 25
Testing • Simulators and Emulators • Apple iPhone/iPhoney simulators • Android emulator • Internal listserv • Guerilla Testing 26
Be Agile • Rapid development cycle • Think iteratively • Adjust to change quickly • Avoid paralysis 28
Play 29
Collaborate • Campus efforts • External projects • Steal what you like • Improve it, so it can be stolen back 30