4 - Topic 4c - Mobile Web Applications 6
4 - Topic 4c - Mobile Web Applications 6
TOPIC 4
Handling Web Device Proliferation
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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.
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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
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.
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Designing for context
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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.
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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!)
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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
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Designing for Context
Target users
Who?
Any predicted behaviors?
Targets users not the app
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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?
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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