Q1. Explain Mobile Ecosystem. Soln I. The Web Is Really A Posh Ecosystem Made From Many Parts That Has Got To All Work Together
Q1. Explain Mobile Ecosystem. Soln I. The Web Is Really A Posh Ecosystem Made From Many Parts That Has Got To All Work Together
Soln
i. The web is really a posh ecosystem made from many parts that has got to all work together
seamlessly.
ii. Mobile is a completely unique ecosystem and, just like the Internet, it's made from many
various parts that has got to all work seamlessly together.
iii. It consists of layers where each layer is reliant on the others to make a seamless, end-to-end
experience. Although not each piece of the puzzle is included in every mobile product and
repair , for the bulk of the time, they appear to feature complexity to our work, no matter whether
we expressly put them there. See fig 1
a) Operators :
i. The bottomost layer within the mobile ecosystem is that the operator.
ii. Operators are often mentioned as Mobile Network Operators (MNOs),mobile service
providers, wireless carriers, or just carriers; mobile operators; or cellular companies .
iii. Operators are what that importantly make the whole mobile ecosystem work.
iv. Its role within the ecosystem is to make and maintain a selected set of wireless services
over a reliable cellular network.
b) Network:
i. Operators operate wireless networks. The cellular technology is just radio that receives a sign
from an antenna.
ii. This sort of radio and antenna determines the capability of the network and therefore the
services one enables there on .
iii. Handsets /Terminal are outdated with new wireless devices that believe operators
iv. So mobile phones-devices are the one with certain features making up majority of market
place
v. However challenges are : device fragmentation causes different mobile devices to display
content in an inconsistent manner.
c) Platforms:
ii. To run software and services on each of those devices, you would like a platform, or a core
programming language during which all of your software is written.
iii. Like all software platforms, these are split into three categories:
• Licensed
• Proprietary
• Open source.
d) Operating Systems:
i. Operating systems often have core services or toolkits that enable applications to speak to
every other and share data or services. Mobile devices without operating systems typically run
“walled” applications that don't ask anything .
ii. Although not all phones have operating systems, the subsequent are a number of the foremost
common:
• Symbian
• Windows Mobile
• Palm OS
• Linux
• Mac OS X
• Android
e) Application Framework:
i. Application frameworks often run above the operating systems, sharing core services like
communications, messaging, graphics, location, security, authentication, and lots of others.
• Java, S60
• Windows Mobile
• Cocoa Touch
• Android SDK
iii. Application frameworks are used to create applications, like a game, an internet browser, a
camera, or media player. Although the frameworks are well standardized.
iv. The most important challenge of deploying applications is knowing the precise device
attributes and capabilities.
f) Applications:
i. Application like Media player, games etc. are created by Application Frame work.
ii. The most important challenge of deploying applications is knowing the precise device and
capabilities.
iii. A standard alternative lately is creating applications for less than one platform, like the
iPhone or Android.
iv. By minimizing the amount of platforms the developer has got to support and utilizing modern
application frameworks, the time and price of creation go down significantly.
g) Services:
i. Services include tasks like accessing the web , sending a text message, or having the ability to
urge a location .Inshort anything the user is trying to try to to .
Soln:
i. Mobile 2.0,” is borrowing from many of an equivalent principles behind Web 2.0.
ii. Each of those principles serves to rework the online into a more agile and user centered
medium for delivering information to the masses.
iii. The first seven principles of Web 2.0
v. With Mobile 2.0, the private relevance of the content matches how personal the device is and
the way personally it applies to our everyday situations or our context.
Soln:
The whole process of Goal directed design is split down into six steps.
i. Research:
In here you collect qualitative data about the users through field studies and interviews etc.. You
perform a competitor analysis and interview key stakeholders to collect their requirements.
When you’re finished you ought to be left with a gaggle of instructions which describe how the
merchandise might be used.
ii. Modeling:
The modeling stages are often partitioned into two parts. partially one you define the domain
model by building on the workflow patterns from the research stage. In second part you define
the utilization model through the use of personas or key archetypes which show identifiable set
it's critical for providing that connection between the user model and other models. during this
stage you specialize in context scenarios to help define ‘a day within the life’ of a persona, you
furthermore may consider business goals, technical considerations and brand guidelines during
this stage ,it is the context scenarios which really make a huge difference to the way you think
that and help generate many ideas you'd possibly not have considered before.
During the framework definition stage you create the general product concept and define the
behavior and visual design of the merchandise. you'll also create prototypes during this stage.
v. Refinement:
In the refinement stage you place more specialize in detail and refinement and by the top of this
stage it’s recommended that you simply create your design documentation.
a) Primary Window:
Description: The primary window is the first one that appears on a screen when
an activity or action is started. It is a requirement that for every application, that
posssess a menu bar and some basic action controls. It should present the
framework for the function’s commands and data, and provide top-level context
for dependent windows. It has also been variously referred to as the application
window or the main window, it is also referred to as the parent window if one or
more child windows exist.
Purpose: The primary window is the very first one that appears on a screen when
an activity is started.
Usage:
i. Should represent an independent function or application.
ii. Use to present constantly used window components and controls.
iii. Menu bar items that are frequently used and also used by most or all
primary and secondary windows
iv. It should also contain controls used by dependent windows.
v. Used for presenting information that is continually updated.
eg: Date and Time.
vi. Also used for providing context for dependent windows to be created.
vii. Do not divide an independent function into two or more primary windows.
viii. Do not present unrelated functions in one primary window
Fig 4.1 : Primary Window
b) Secondary Window:
Description: Secondary windows are supplemental windows. Secondary
windows might be dependent upon a primary window or displayed independently.
Purpose: Although secondary windows share many characteristics with primary
windows, they also differ from primary windows in behavior and use. Secondary.
windows are used to perform supplemental or subordinate tasks, or tasks that are
extended in nature
Usage:
i. For performing subordinate, supplemental, or ancillary actions that are:
ii. Extended or more complex in nature.
iii. Related to objects in the primary window
iv. For presenting
c) Dialog Boxes:
Description: Dialog boxes are always displayed from another window, either
primary or secondary, or another dialog box. They may seem because of the
command button being activated or a due to selection of menu choice, or they
may be presented automatically by the system when a condition exists that
requires the user’s attention or additional input.
Usage:
i. Used for presenting brief messages.
ii. Used for requesting specific, transient actions.
iii. Used for performing actions that take a short time to complete and are not
frequently changed.
iv. Command buttons to include:OK, Cancel, Others as necessary.
Fig 4.3 : Dialog Boxes
b) Property Inspectors:
Displays the most common or frequently accessed object properties. Make
changes dynamically.
e) Messages Box:
Description: It is a secondary window that displays a message about a particular
situation or condition.
Usage:
i. Use for displaying a message about a particular situation or condition.
ii. Command buttons to include:
OK.
Cancel.
Help.
Yes or No
Stop
Buttons to correct the action that caused the message box to be displayed.
iii. Enable the title bar close box only if the message includes a cancel button.
iv. Designate the most frequent or least destructive option as the default
command button.
Fig 4.5 Message Box
f) Palette Windows:
Description: A palette window can be defined as fixed in size, or, more
typically, resizable by the user.
Usage:
i. Used o present a set of controls.
ii. Design as resizable. Alternately, design them as fixed in size.
g) Pop-Up Window:
Description: Pop-up windows can be used to display additional information
when an abbreviated form of the information is the main presentation
technique
Usage:
i. Additional information when an abbreviated form of the information
is the main presentation
ii. Textual labels for graphical controls.
iii. Context-sensitive Help information
Soln:
i. The sensory impairment that possesses the attention from researchers,
because it's potentially also one among the foremost intolerable as far as interaction cares,
is visual defect. Visual disabilities range from impaired visual insight, decreased
sensitivity to a selected color or colors; partial blindness, or total blindness. Moderately
impaired vision may simply require the supply of larger fonts or restrictions within
the use of colors. Severe impairments, like blindness, may require compatibility with
speech or Braille utilities.
ii. The increase within the use of graphical interfaces reduces the chances for visually
impaired users. In text-based interaction, screen readers that use synthesized speech or
Braille output devices provided access to computers: input relying on touch-typing, with
these mechanisms providing the output.
iii. However, today the quality interface is graphical Screen readers and Braille output
are much more constrained in interpreting the graphical interface, meaning that access to
computers, and thus work involving computers, has been reduced instead of expanded for
visually impaired people. There are two key approaches to extending access: the
utilization of sound and thus the use of touch. The simplest accessibility standards that
ought to be applied within the design of an internet site for visually impaired people are
often summarized as follows:
a) Utilities
i. For people who cannot use a screen’s visual content, a screen-review
utility will be necessary.
ii. These utilities, also called screen-reader programs or speech access
utilities take the displayed information being focused on and direct it
through another medium like speech. Screen readers like Freedom
Scientifics’ JAWS allow users with visual impairments to productively
navigate between windows, select applications, browse graphical
interfaces, and of course read text.
iii. Alternate media include synthesized speech and refreshable Braille
displays. Outspoken is a Macintosh application that uses synthetic speech
to make other Macintosh applications available to visually impaired users.
iv. Screen enlargement utilities enable the user to enlarge a portion of the
screen, the monitor becoming a viewport that displays only a section of an
enlarged display. These programs also referred to as screen magnification
utilities or large-print programs, track the user’s use of a keyboard or
mouse, moving the viewport to different areas of the screen as the user
navigates within it.
b) Screen components:
i. Meaningful, specific, and unique screen and window titles will assist the
user in differentiating between these, especially when using a screen-
review utility. When using a reader, content must be addressed separately,
so it will not be available with the title to aid in comprehension of what is
presented.
ii. Provide associated labels or captions for all controls, objects, icons, and
graphics, since all screen information must be presented as text by a
screen reviewer. These labels must also be located in close proximity to
the screen elements they refer to. A screen reviewer will relate the label to
its associated screen element by its physical proximity, if it is not related
programmatically.
iii. In rare situations, where the caption may be visually distracting (display-
only data on inquiry screens, for example), provide a label but do not
make it visible. Graphical menu choices, such as illustrated colors, shades,
and patterns, must also possess textual labels.
iv. Also provide a textual summary for each statistical graphic. Statistical
graphics are images containing detailed information and, because of their
graphic nature, their contents cannot be conveyed by a screen reader. The
textual summary should include all information available to a sighted user.
v. Support screen element scalability, the presentation of larger text and
graphics for people with only slight or moderate vision impairment. Also
consider providing a “Zoom” command that scales the information
displayed within a window.
vi. Support system settings for high contrast for all user interface controls and
client area content. Users with visual impairments require a high contrast
between foreground and background elements for best text legibility. Poor
contrasts may result severely degraded legibility because the background
may “bleed” into the foreground. When a “high contrast” setting is
established, hide any images drawn behind text (watermarks, logos,
patterns, and so on) to maintain screen information legibility.
vii. Monochrome versions of graphics and icons can also be presented using
an appropriate foreground color for the displayed background color. In
general, use black text on a white background to achieve the best
foreground-background contrast. While some softer colors may be more
attractive to look at, black on white always yields the best legibility.
viii. Finally, avoid displaying or hiding information based on the movement of
the pointer, unless it is part of the standard interface (a ToolTip, for
example). These techniques may not be available to screen-review
utilities. If these techniques are used, however, allow them to be turned on
or off if a screen-review utility is used.
c) Keyboard:
i. Provide a thorough and complete keyboard interface.
ii. Blind users cannot use a mouse to navigate because the pointer’s location
is unknown.
iii. All mouse actions, therefore, must be available through the keyboard
using keyboard equivalents and keyboard accelerators.
iv. A logical order of screen element navigation is also a requirement for
blind users. While this principle is standard for all screen users, a failure to
adhere to it can be especially confusing for the blind because, when using
a screen-review utility, they must navigate a screen sequentially in the
predetermined navigation order. Their ability to scan the entire contents of
a control or screen to establish context is simply not possible
d) Color:
i. Color must always be used as a supplemental or enhancing design
characteristic.
ii. Users with a color-viewing deficiency may not be able to discriminate
certain colors, and, consequently, they may be unable to understand that
an action is required if the action is based upon an element’s color alone.
iii. Provide a variety of color selections capable of producing a range of
contrast levels.
iv. Create these combinations based on the system colors for window
components.
v. Never define and use specific colors.
vi. With a selection variety, the user may then customize the interface,
choosing the best combination for visual needs.
e) Alternative Text:
i. Ensure that all images have meaningful alternative text. This alternative
text is read out by screen reader so that the user understands what is being
shown on the screen.
ii. Providing alternatives to text that can be changed into other forms such as
large print, or maybe a more simplified form of the language.
References:
Q1:
Reference book :Brian Fling, ―Mobile Design and Development‖, First Edition , O‘Reilly
Media Inc., 2009.
https://learndatamodeling.com/blog/what-is-mobile-ecosystem/
Q2:
Reference book :Brian Fling, ―Mobile Design and Development‖, First Edition , O‘Reilly
Media Inc., 2009.
Q3: Notes
Semanticscholoar website
Q4:
Textbook: Wilbert O. Galitz, ―The Essential Guide to User Interface Design‖, Wiley publication.
Q5:
Alan Dix, Janet Finlay, Gregory Abowd, Russell Beale, ―Human Computer Interaction‖,
3rdEdition, Pearson Education, 2004.