Module1 Ma 16mca53
Module1 Ma 16mca53
1
Notes for Mobile Applications (16MCA53)
MODULE – 1: INTRODUCTION
1.1 PRELIMINARY CONSIDERATIONS
A developer may go for mobile app development because of following reasons –
Your competitors have mobile apps, but you don’t. So, to improve the business and
to sustain in the market, one may like to go for having a mobile-app.
Mobile apps make good business sense. One can give good quality service in a
faster time frame.
Your services would add value to a user’s mobile experience but your website isn’t
mobile friendly.
Do you need a mobile application or a mobile website?
1.2.1 Hardware
To develop good mobile apps:
a. Need an intel based Mac:
Can run Windows on them either virtually or on the bare metal.
Expect to spend between $800 to $1600
b. Need multiple monitors
When debugging any application requires 3 machines
Emulator/simulator
My Dev Tool (IDE)
Web browser
Having access to all of this information at once prevents context switching for
a developer.
c. Examples of devices you can use to test the various platforms instead of emulator:
Android 2.2 (Froyo): Motorola Droid 2
Android 3.0 Tablet: Samsung Galaxy Tablet
Apple iPod Touch: iPod Touch 3rd Generation
Apple iPhone (versions 3.x and 4.x) (cell service): iPhone 3GS
Apple iPhone (versions 4 and greater) (cell service): iPhone 4
Apple iPad (WiFi or 3G for cell service testing): iPad 1
Apple iPad (with camera): iPad 2 or iPad 3
Windows Phone 7: Samsung Focus
1.2.2 Software
When developing mobile applications, there are few overlaps when it comes to software.
To develop for iOS you need a Mac. To develop for BlackBerry you need Windows. For
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
Java-based frameworks use Eclipse. Building HTML for PhoneGap can be done in your
text editor of choice. Table 1.1 shows software needed for development.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
MOBILE MYTHS
There are many myths associated with mobile application development.
Myth #1: It is inexpensive to develop a mobile solution.
This does not include any development time, design time, and deployment time, or any
potential money lost by taking too long to get to market. Iterative design and development
can be expensive. Finding a happy medium is necessary to be successful when developing
a mobile solution.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
Embrace Minimalism:
Limit the features available on each screen, and use small, targeted design
features.
Content on the screen can have a secondary use within an application, but the
application designer should be able to explain why that feature is taking up screen
space.
Banners, graphics, bars etc. should have a purpose.
Stay Focused:
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
Start with a focused strategy, and keep making decisions to stay focused
throughout development.
A smaller file size is a good indicator of how fast an application will load.
Focused content means users won’t leave because it takes too long for the
overwhelming amount of images per screen to load.
Users won’t be frustrated with the number of links that must be cycled through to
complete a task.
Text-heavy pages reduce engagement as eyes glaze over and users switch to
another application.
The Gestalt principles have had a considerable influence on design, describing how the
human mind perceives and organizes visual data. The Gestalt principles refer to theories of
visual perception developed by German psychologists in the 1920s. According to these
principles, every cognitive stimulus is perceived by users in its simplest form. Key principles
include proximity, closure, continuity, figure and ground, and similarity.
Proximity:
Users tend to group objects together.
Elements placed near each other are perceived in groups as shown in Figure 1.1.
Closure:
If enough of a shape is available, the missing pieces are completed by the human
mind.
In perceiving the unenclosed spaces, users complete a pattern by filling in missing
information. For example, people recognize it as a triangle even though the Figure
1.2 is not complete.
In grid patterns with horizontal and vertical visual lines, use closure to precisely
show the inside and outside of list items.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
Continuity:
The user’s eye will follow a continuously-perceived object. When continuity occurs,
users are compelled to follow one object to another because their focus will travel in
the direction they are already looking.
They perceive the horizontal stroke as distinct from the curled stroke in the Figure
1.3, even though these separate elements overlap.
Similarity:
Similar elements are grouped in a semi-automated manner, according to the strong
visual perception of colour, form, size, and other attributes. Figure 1.5 illustrates it.
In perceiving similarity, dissimilar objects become emphasized.
Strict visual grids confuse users by linking unrelated items within the viewport.
The layout should encourage the proper grouping of objects and ideas.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
1.5.2 Usability
With real-world distractions and limited dexterity, usable applications are the ones users will
return to.
Determining and Reaching the Target Audience: Determine the audience: Who
are they, what do they need, and how can they get it? It is important to consider the
different hardware and usage patterns, whether holding an iPad with two hands in a
meeting or thumbing through menus on the bottom of an Android phone screen.
Designing for Gestures:
o If it is difficult to discover gestures to tap, pinch, swipe, and zoom across an
application, users will be missing out on those great features developers
spent time building.
o One simple solution is a pop-up box to announce the first time each gesture
prompted feature becomes available.
o Avoid swipe ambiguity.
o When there is no nearby gestural action, accommodate for finger sizes and
user error by extending the actual input area into the white spaces beyond
buttons and tabs
Error Protection and Correction:
o Without a mouse, touch-screen navigation through menus, buttons, links, and
scrolling is more prone to user errors. Be sure to include an “undo” or “back”
option.
o Every process should be designed to protect user input.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
o Develop a log to preserve input history, and design the interface to simplify
information retrieval.
o Implicit data protection avoids information loss, such as a hard stop between
taps to slow text deletion.
o Explicit protections recover data with an undo option, and abandoned forms
can be repopulated with recently entered data.
1.5.3 Accessibility
Consider accessibility as a way to reach more users, as well as a better way to reach
existing users. Find better ways to build features for the entire intended audience. Similar to
the Web Content Accessibility Guidelines (WCAG) 2.0 POUR (Perceivable, Operational,
Understandable, and Robust) principles, Mobile Web Best Practices (MWBP) is a World
Wide Web Consortium standard defining a set of five checkpoints for mobile accessibility:
The POUR principles were initially created for mobile web interfaces, but apply to all mobile
viewports and mobile user experiences. Common barriers to users with disabilities —
whether content and features are perceivable, operable, understandable, and robust are
given by W3C.
As human lifespan is increasing, the need for mobile devices that can assist people with
disabilities is also increasing. Such assistive technology should consider following
situations:
Hearing:
o Hearing loss can make it difficult for many people to communicate with a
standard telephone, but many mobile devices offer features that make
promising progress.
o Adjustable volume control offers a simple way to connect with mobile content.
o Most solutions are focused on visual alerts: incoming or missed messages in
call logs, text messages, on-screen prompts, and hardware-specific features
such as blinking alert lights.
Vision:
o Many users depend on audio, or other sensory alerts to access resources
using mobile devices.
o People with blindness may benefit from sliding or flipping a phone to answer
and end calls rather than a touch-screen button.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
This document can be downloaded from www.chetanahegde.in with most recent updates. 9
Notes for Mobile Applications (16MCA53)
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
This document can be downloaded from www.chetanahegde.in with most recent updates. 10
Notes for Mobile Applications (16MCA53)
Navigation
• Good design makes it clear how users can move through and use application
features.
– Annunciator Panel
– Fixed Menu
– Expandable Menu
– Scroll
– Notifications and Feedback
i. Annunciator Panel
o An annunciator panel, seen at the top of Figure 1.6, gives information
on the state of a mobile device.
o Developers can modify or suppress the annunciator panel — which
lists the hardware features such as network connection and battery
power — within an application.
o Because the information in this area is only notifications, application
users will not usually have any direct interaction with the annunciator
panel.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
This document can be downloaded from www.chetanahegde.in with most recent updates. 11
Notes for Mobile Applications (16MCA53)
mind the small screen real estate, and limit any fixed menus to the
absolute necessities.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
o As in the case of a reveal able menu giving additional functionality, there will
often be more content on a screen than can be seen in the device viewport.
Fig 1.7
o It is best to limit scrolling, limiting application screens to the size of the
viewport whenever possible.
o Only in-focus items should be able to scroll.
o Scrolling must occur both horizontally and vertically.
o An endless list of information breaks large data sets into manageable,
consumable sizes within the viewport. (Figure 1.8 Endless Scroll)
o An expandable list, shown in Figure 1.9, reveals additional, valuable content
for selected (touched) list items without leaving the current view.
Fig 1.7 Scroll View Port Fig 1.8 Endless Scroll Fig 1.9 Expandable list
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
Reveal Content
o You can display content either as a full page or revealed in context.
o When you use a full-page layout, the user should not need to constantly bounce back
and forth between pages:
o All necessary information to use the features on that page should be displayed on that
very page.
o A pop-up box, shown below is a modally presented piece of information that overlays
the current screen and disrupts an ongoing user task.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
1.6.5 Advertising
Advertising can certainly help.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
Advertising styles and guidelines will vary across platforms, but advertisements must
generally:
o Be clearly differentiated from application content.
o Remain unobtrusive to application features.
o Be actionable, and allow user interaction.
o Be legible.
o Use consistent styles and layout throughout application screens.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
Interface Tips
– Get started on Android application design with these hints.
Android convention is to place view-control tabs across the top, and not
the bottom, of the screen.
Use the main application icon for temporal, hierarchical navigation, instead
of a “back” button and main icon link to the home screen.
Don’t mimic user interface elements or recycle icons from other platforms.
For instance, list items should not use carets to indicate deeper content.
Parallax scrolling is common in Android applications.
Android development can extend to home-screen “widget” tools.
Accessibility
Google provides guidelines and recommendations, such as testing with the
often-preinstalled and always-free Talkback. Accessibility design guidelines are
listed on the Android Developer website
(http://developer.android.com/guide/topics/ui/accessibility/index.html), and further
discussed by the Google “Eyes Free” project (http://eyes-
free.googlecode.com/svn/trunk/documentation/android_access/index.html).
1.7.2 iOS
o Apple maintains strict design standards, which are detailed and updated online. iOS
interface documentation and general mobile design strategies are available from
Apple, including design
o strategies and case studies, at
http://developer.apple.com/library/ios/#documentation/UserExperience/Conceptual/
MobileHIG/Introduction/Introduction.html
Interface Tips
-Apple can reject an application from the official App Store because of design
problems. Follow the current guidelines closely, starting with these tips:
iPhone users generally hold from the bottom of the device, so main navigation
items should be in reach of user thumbs.
Target areas for controls should be a minimum of 44 x 44 points.
Support standard iOS gestures, such as swiping down from the top to reveal
the Notification Center.
Larger iPad screens are great for custom multi-finger gestures, but non-
standard gestures should never be the only way to reach and use important
features.
Accessibility
Accessible touch and gestural controls are available on the iPad and later
generation iPhones;
Screen magnification and colour contrast adjustments are also available.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
1.7.3 BlackBerry OS
o BlackBerry OS is often the mobile device of choice in or corporate environments.
o BlackBerry includes native support of corporate emails; and runs on many devices
with hard keypads.
- Which is favoured by users with accessibility issues as well as late adopters
to touch-screen interfaces.
Interface Tips
- Link common tasks to the BlackBerry track pad according to standard actions:
Press the track pad: Default option, like revealing the menu
Press and hold track pad: Activate available pop-up box
Press track pad and select Shift: Highlight content
Press track pad and select Alt: Zoom
Move finger along track pad: Cursor or mouse will move accordingly
Accessibility
- BlackBerry mobile devices include
o text-based push-delivery messages,
o closed captions on multimedia content, and
o hearing-aid compatibility for hearing accessibility issues.
o Low-vision users can use the Clarity theme and other screen adjustments,
and benefit from tactile keyboards.
o Predictive text and AutoText aid users with mobility and cognitive issues.
o Best practices and device capabilities are maintained online at
http://docs.blackberry.com/en/
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
This document can be downloaded from www.chetanahegde.in with most recent updates. 18
Notes for Mobile Applications (16MCA53)
Accessibility
o WP7 devices include many standard accessibility features, such as color and
Contrast adjustment to themes for low-vision users. Many, but not all, devices
are compatible with TTY, TDD, and hearing aids.
o Learn more about the basics of WP7 accessibility at
http://www.microsoft.com/
Interface Tips
Few quick tips to get started:
Test for a consistent experience: when websites are accessed from a
variety of mobile browsers.
Provide minimal navigation: at the top of the page, and use
consistent navigation mechanisms.
Do not change or refresh the current window: or cause pop-ups,
without informing the user and providing the means to stop it.
Limit content: what the user has requested, and what the user’s device can
display by avoiding large image files.
Specify default input formats : when possible, provide preselected defaults
Accessibility
o The W3C Web Accessibility Initiative provides introductions, solutions, and
further resources to create accessible mobile websites and mobile web
applications
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
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Notes for Mobile Applications (16MCA53)
But the right tools help application designers qualitatively and quantitatively know
what users are doing, and what stakeholders are getting wrong.
Information Capture:
o Document user inputs and reactions the old-fashioned way by taking notes as
users complete tasks.
o Video recording can archive tests for later review, but cameras should not
distract user focus.
o Larger budgets can get access to eye-tracking and screen-capture software.
o Established testing environments will be using these emulators on a desktop
environment with keyboard and mouse navigation; be aware that interscreen
interactions will suffer from the incorrect context.
o But applications may be run in emulator environments for precise data on where
users looked, and when, on a screen-specific basis.
Task Analysis:
o Standard user acceptance testing procedures apply to the mobile context.
o Testers will continue to monitor results until time, budget, or questions run out.
A simple image will do, but tools such as Balsamiq Mock-ups let designers drop
boilerplate into a wireframe editor
Mock-up Designs
o When you are ready to consider colors and fonts, you can build the mock-up
design concept in Adobe Creative Suite.
o The final images of buttons and icons will be pulled from the final mock-up
design, but details will solidify only after some experimentation.
o Look to existing stencils for a streamlined process that does not re-create the
wheel.
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98
This document can be downloaded from www.chetanahegde.in with most recent updates. 20
Notes for Mobile Applications (16MCA53)
Prototype:
o “Perfection is the enemy of good,” and designs that start as ugly prototypes
quickly progress to elegant, usable applications.
o The most primitive start is a most important iteration.
o Platform-specific tools are available, such as the Interface Builder or Xcode for
iOS, but HTML and CSS are a standard and simple way to quickly build
prototypical interactions
On-device Testing:
o One of the most important tools during design will be the physical device.
o Buy, or Borrow, the devices and application will run on.
Question Bank:
1. Discuss preliminary costs involved in mobile application development.
2. What are the key issues involved in using the screen real-estate effectively? Explain.
3. What are the myths associated with mobile application development? Explain.
4. Explain Gestalt Principles in detail.
5. Mention the importance of user interface design in mobile application.
6. Explain various Navigation Design patterns.
7. Explain following mobile application development platform:
a. Android b. iOS
c. Blackberry OS d. Windows Phone 7
8. Explain various steps involved in Mobile Information design.
9. Write a short note on.
i. Mobile platforms
ii. Mobile web browsers
iii. Information design tools
By: Dr. Chetana Hegde and Rajatha S, RNS Institute of Technology, Bangalore – 98