Lesson 1 Introduction Mobile Systems

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Introduction

A cellular telephones or cell phones.


• Mobile no longer simple voice communication devices. They have
become a medium to create voice, music, text, video, and image
communications.
• can be created and shared on demand by the mobile user.
• Mobile devices used to access the Internet, view television and
movies, interact with GPS (Global Positioning System), play games,
and read and respond to barcode and augmented reality messages.
• depends on their underlying network infrastructure and the
capabilities of the mobile device or handset.
• provides access to the Public Switched Telephone Network (PSTN)
History
• mobile phone was demonstrated by John F. Mitchell and Martin
Cooper of Motorola in 1973, using a handset weighing c. 4.4 lbs (2
kg).
• In 1983, the DynaTAC 8000x was the first commercially available
handheld mobile phone.
Types of mobile phone generations
• First-generation (1G) systems, supports simultaneous calls, but still used
analog technology.
• In 1991, the second-generation (2G) digital cellular technology was
launched in Finland by Radiolinja on the GSM
• In 2001, the third generation (3G) was launched in Japan by NTT DoCoMo
on the WCDMA standard.
• Then 3.5G, 3G+ or turbo 3G enhancements based on the High Speed
Packet Access (HSPA) family, allowing UMTS networks to have higher data
transfer speeds and capacity standard.
• Fourth generation (4G), WiMAX standard, offered in North America by
Sprint, and the LTE standard
Types of Mobile Phones
Mobile Broadband or “3G”

• enabled widespread mobile


Internet and the transmission
Digital Cellular Networks or “2G” services like TV and Radio for the
• – the European GSM standard and very first time.
the North American CDMA • Led to “3.5G” “turbo 3G” and
Mobile Telephone System (MTA) standard. “3G+” in reference to HSPDA (High
Rotary handset, operator to forward calls • Demand grew and more and more Speed Downlink Packet Access),
cell tower sites were built. HSPA and HSPA+
• technological improvements in
batteries and internal
components
• SMS, downloadable ringtons

GPRS (General Packet Radio Service) and EDGE (Enhanced Data


for GSM Evolution) provided improvements over standard 2G
to 2.5G
Cont..
Native IP or “4G”

• The first technology was WiMAX (Worldwide Interoperability


for Microwave Access) , offered by Sprint in the US but perhaps
the most successful has been LTE
• 4G marks the switch to native IP networks, bringing mobile
Internet more in-line with wired home Internet connections
The Global System for Mobile Communications is a standard developed by
the European Telecommunications Standards Institute to describe the
protocols for second-generation digital cellular network

Code-division multiple access (CDMA) is a channel access method used by


various radio communication technologies. In CDMA,several transmitters can
send information simultaneously over a single communication channel. This
allows several users to share a band of frequencies. To permit this without undue
interference between the users, CDMA employs spread spectrum technology

Time Division Multiple Access (TDMA) is a digital


modulation technique used in digital cellular telephone
and mobile radio communication.
FDMA is a type of channelization protocol. In this
bandwidth is divided into various frequency bands. Each
station is allocated with band to send data
General Packet Radio Service, is a best-effort packet-
switching communications protocol for cellular networks.
GPRS was one of the first widely used data transfer
protocols on cellular networks

Enhanced Data rates for GSM Evolution (EDGE) is a


digital mobile phone technology that allows for improved
data transfer rates

Wideband Code Division Multiple Access (WCDMA) is a


third-generation (3G) standard that employs the direct-
sequence code division multiple access (DS-CDMA)
channel access method and the frequency-division
duplexing (FDD) method to provide high-speed and high-
capacity service.
The Mobile Ecosystem
• Is a collection of multiple devices, softwares (OS, dev, tools, testing ),
companies (manufacturers, carrier, app stores, dev/testing
companies) and process by which data is transferred by users
• Process
Mobile Ecosystem
• Mobile manufacturers; Samsung, Blackberry, Sony, Nokia, Motorola, Nexus
• Operating Systems; IOS, Android, Blackberry OS, Symbian, Bada, etc
• Mobile Apps Development tools; Eclipse, Intellij, swift
o Backberry Apps developed in eclipse
o IOS App developed with Xcode, MonoDevelop, AppCode
o Windows in Miscrosoft VS
• Mobile Website Dev. Tools; HTML5, CSS3, JavaScript etc
• Mobile Apps Testing tools; Emulators, for 100% use mobile cloud
environment companies and rent
• Mobile cloud; deviceAnywhere.com, Perfecto Mobile
• Mobile Testing Tools; Jamo Solutions, Perfecto Mobile, Device
Anywhere
• Mobile Stores; After getting approval apps can be uploaded on
stores. Apps can be downloaded at free or on paid basis i.e
play.google.com, store.apple.com
• Mobile Ad Companies; They display advertisements on the mobiles.
Examples: Google’s AdMob
Types of Mobile Applications
• Mobile SDK supports building of three types of apps:
1. Native apps: Specific to mobile platform (IOS, Android). using the
development tools and language that the respective platform supports
(e.g., Xcode and Objective-C with iOS, Eclipse and Java with Android)
Native apps look and perform the best
2. HTML5 apps; use standard web technologies—typically HTML5,
JavaScript and CSS
This write-once-run-anywhere approach to mobile development creates
cross-platform mobile applications that work on multiple devices
3. Hybrid apps
3. Hybrid apps

• make it possible to embed HTML5 apps inside a thin native container,


combining the best (and worst) elements of native and HTML5 apps.
Native Mobile Applications
• native apps provide the best usability,
• the best features,
• the best overall mobile experience.
There are some things you only get with native apps
HTML5 Mobile Applications
• An HTML5 mobile app is basically a web page, or series of web pages,
that are designed to work on a tiny screen.
• HTML5 apps are device agnostic and can be opened with any modern
mobile browser. And because your content is on the web, it's
searchable, which can be a huge benefit depending on the app
(shopping, for example).
• An important part of the "write-once-run-anywhere" HTML5
methodology is that distribution and support is much easier than for
native apps.
Cont..
• Multiple UI frameworks are available for solving some of the most
complex problems that no developer wants to reinvent.
• iScroll does a phenomenal job of emulating momentum style
scrolling.
• JQuery Mobile and Sencha Touch provide elegant mobile
components, with hundreds if not thousands of plugins that offer
everything from carousels to super elaborate controls
• The latest batch of browsers support hardware accelerated CSS3
animation properties, providing smooth motion for sliding panels as
well transitions between screens, but even that can’t match the
power and flexibility of native apps
Hybrid Mobile Applications
• Hybrid development combines the best (or worst) of both the native
and HTML5 worlds.
• We define hybrid as a web app, primarily built using HTML5 and
JavaScript, that is then wrapped inside a thin native container that
provides access to native platform features.
• PhoneGap is an example of the most popular container for creating
hybrid mobile apps.
Mobile Information Architecture
• Mobile devices have their own set of Information Architecture
patterns, too.
• Hierarchy, Hub & spoke, Nested doll, Tabbed view, Bento box and
Filtered view:

The hierarchy pattern is a standard site structure with an


index page and a series of sub pages. If you are designing
a responsive site you may be restricted to this, however
introducing additional patterns could allow you to tailor
the experience for mobile
Hub & Spoke
 A hub and spoke pattern gives you a central index from
which users will navigate out. It’s the default pattern
on Apple’s iPhone.
 Users can’t navigate between spokes but must return
to the hub, instead.
 This has historically been used on desktop where a
workflow is restricted (generally due to technical
restrictions such as a form or purchasing process)
however this is becoming more prevalent within the
mobile landscape due to users being focused on one
task, as well as the form factor of the device, making a
global navigation more difficult to use.
Nested doll

 The nested doll pattern leads users in a linear fashion to more detailed
content.
 When users are in difficult conditions this is a quick and easy method of
navigation.
 It also gives the user a strong sense of where they are in the structure of
the content due to the perception of moving forward and then back
Tabbed View

 This is a pattern that regular app users will be familiar with.


 It’s a collection of sections tied together by a toolbar menu.
 This allows the user to quickly scan and understand the complete
functionality of the app when it’s first opened
Bento Box/Dashboard

 The bento box or dashboard pattern brings more detailed content directly to the index screen by using
components to display portions of related tools or content.
 This pattern is more suited to tablet than mobile due to its complexity.
 It can be really powerful as it allows the user to comprehend key information at a glance, but does heavily
rely on having a welldesigned interface with information presented clearly.
Filtered View
 Finally, a filtered view pattern allows the
user to navigate within a set of data by
selecting filter options to create an
alternative view.
 Filtering, as well as using faceted search
methods, can be an excellent way to allow
users to explore content in a way that suits
them.
Uses of mobile phones
1. Digital camera: Point-and-click! Phones capture pictures and let us save them for posterity or transfer them to
others and to computers.
2. Audio recorder: Mobile phones can be used to record conversations or even brief notes to oneself.
3. Video recorder: Phones are becoming video cameras also -- some of the newest cellphones can record an
hour or more of video.
4. Multimedia messaging: Everything recorded can be shared with others by using MMS.
5. Email client: The phone can be used to connect to any POP or IMAP server and allow receiving and sending
email. While most phones may not have the ease of use that a Blackberry has with email, contacts and
calendar, the fact that it is on the phone itself and that there is no need for a separate device can be a big help
(along with the lower total cost of ownership).
6. Web client: Phones can also browse websites, via a WAP and/or HTML browser. Most web sites may not look
great on the small screen, but it is still possible to connect to any web site.
7. Gaming platform: Mobile games have become big business in the past couple years as people seek
entertainment in the free time that they have on the device that they always carry with them.
8. Documents viewer: It is increasingly possible to view documents on the cell phone, in the popular MS-Office
file formats.
9. Music player: The next big thing in 2005 is reckoned to be the combining of music capabilities on the mobile
phone. While phones can play MP3s, it will soon also be possible to have music streamed from the Internet.
Cont..
TV: In India, some operators have been promoting many TV channels on the
cell phone over next-generation networks like EDGE.

Wallet: The phone can also be used to pay for purchases like a credit or debit
card. There is already a billing relationship that exists between the subscriber
and the operator, and that can be used to make payments to merchants.

Bar-code readers: Phones will also be able to read bar codes and that can
have very interesting applications in commerce.

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