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4 - Topic 4c - Mobile Web Applications 6

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0% found this document useful (0 votes)
18 views15 pages

4 - Topic 4c - Mobile Web Applications 6

Uploaded by

RUOS IH
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Mobile Web Application

Mobile Web Experience

TOPIC 4
Handling Web Device Proliferation

2
Device proliferation
Each device displays an application slightly differently. While
an application might be usable on one device, it might not be
usable on others.

3
Handling Web Device Proliferation
 As previously mentioned, mobile devices comes with
different
 Screen size
 Aspect ratios
 Screen densities (pixel densities)
 Browser capabilities (some supports HTML5, but others may
only supports XHTML-MP

 A good mobile web developer would take account into


these factors when designing mobile web.
 There are several strategies that a mobile developer can
use
4
in order to handle device proliferation on web.
Handling Web Device Proliferation
Handling Device Proliferation on Web follows three
step process:

Detect Adapt Deliver

Detect - The system must Adapt – The system will Deliver - Finally, it must
first detect the device take the requested content server the content to the
requesting content. This and formats it properly to requesting device successfully,
involves detecting the the constraints of the usually requiring testing each
device user-agent usually device, which called device or class of device that it
with “mobile” keywords content adaptations. This is intended to support.
and up-to-date device may include screen size,
database. device features,
appropriately sized photos
5 and layouts.
Handling Web Device Proliferation
 The three steps process is also known as
“multi-serving” as the system would serve the same
content adapted to different types of device.
 Ideally, we could use one system for multi-serving all of our
content, with one central source of data outputting content to
multiple contexts, using whatever external tools are needed.

6
Designing for context

7
Designing For Context
 Designing for Mobile Devices should consider
Context
 Previously we’ve already discussed about context-
aware mobile application.
 But what is designing for context anyway?
 Context is about understanding human
relationship to people, places, and things in the
world.

8
Designing for Context
 Context enables a user to better understand a
concept, person, place, a thing, a situation by adding
information to it
 Context is important to be designed into mobile
devices as the mobile device users is easily distracted
and always expecting a clear and concise information.
 A mobile web application designed without context
will easily confuse and frustrate mobile users.
 (miniaturize vs mobilize!)

9
Designing for Context
Four General Rule-of-Thumb in Designing for Context :
1. Target users
2. Application Use-Case
3. Situation and Timing
4. Location

10
Designing for Context
 Target users
 Who?
 Any predicted behaviors?
 Targets users not the app

11
Designing for Context
 Application Use-Case
 Why would the users use the application? To search
tickets? Find taxi? Take photos? Share info and ratings?
Get status updates?
 Why would you as a student use the application?

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Designing for Context
 Situation and Timing
 When will they use the application?
 Will they be alone?
 Will they be with friends?
 During tense situation?
 During happy moments?

13
Designing for Context
 Location
 Where would they typically use the application?
 Outdoor?
 Indoor?
 Within the mall?
 At the bus station?
 At a diner or café?

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End of Lecture

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