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Bahria University Karachi Campus

CSC- 341
Mobile Application Development

Lecturer
M Talha Alam

https://sites.google.com/view/mtalhaalam/home
Bahria University Karachi Campus

LECTURE 1
MOBILE APPLICATION DESIGN
CONSIDERATIONS

OUTLINE
• What is Mobile App?
• Mobile Computing shift
• Mobile design Considerations
• Orientation changes
• Varied screen sizes and resolutions
• Operating system choice to reach a wide audience
• Myths of Mobile Application Design
• Mobile application development platforms
• Introduction to Android
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WHAT IS MOBILE APP?


• Mobile apps are software applications designed to run
on smartphones, tablets and other mobile devices.

• They are typically available through app stores which are


operated by the owners of the mobile operating system.

• According to a study (done by IBM) by 2020, mobile apps


are forecast to generate around 189 billion U.S. dollars in
revenues via app stores and in-app advertising.

• Some of the most popular operating system-native stores


are Apple's App Store, Google Play, as well as Windows
Phone Store and BlackBerry App World.
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• MOBILE COMPUTING IS THE LARGEST COMPUTING SHIFT


EVER
Mobile Device Statistics

Source: Yankee Group Research, 2017


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MOBILE DESIGN CONSIDERATIONS


BASIC CONSIDERATIONS
• Orientation changes
• Varied screen sizes and resolutions
• Operating system choice to reach a wide audience
OTHER CONSIDERATIONS
• Intuitive operation (Making complex s/w easy to use)
• Reason for continued use
• Well-defined purpose
• Multi user support
• Upgrades/new features (without feature creep)
• Multiple language and color support
• Varied font sizes
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ORIENTATION CHANGES

• Accelerometer embedded
in our smart devices is typically used to align the screen
depending on the orientation of the device, i.e. when switching
between portrait and landscape modes.

• This capability provides great opportunities to create better


user experiences because it offers an additional layout with
a simple turn of a device, and without pressing any buttons.

• However, designing for device orientation brings various


challenges and requires careful thinking.
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VARIED SCREEN SIZES


• The difference between pixels, points and resolutions can be
confusing even for experienced designers who are
transitioning to mobile or who are not familiar with screens
and how they work.

• There are 6 numbers you need to understand when talking


about screens sizes and images.

o Pixels (A picture element: a single dot of colour on a screen)


o Screen sizes (In inches)
o Resolutions (A width and height - e.g. 320wx480h)
o DPI (Dots per inch or pixels per inch)
o Points (An abstract measurement for iOS)
o Density Independent Pixels (A similarly abstract measurement for
Android)
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DISPLAY FEATURES FOR SMART PHONES

Screen Resolution Pixel Density


Model Size Inch Pixels PPi Screen Type

iPhone-6 4.7 750 x 1334 326 IPS LCD

HTC One M8 5 1080 x 1920 441 Super LCD3


Super
Samsung Galaxy S5 5.1 1080×1920 432 AMOLED
Super
Samsung Galaxy S6 5.1 1440 x 2560 577 AMOLED

Sony Xperia Z3 5.2 1080×1920 424 IPS LCD

iPhone-6 Plus 5.5 1080 x 1920 401 IPS LCD


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LG G3 5.5 1440 x 2560 538 IPS LCD

Samsung Galaxy Super


Note 4 5.7 1440×2560 515 AMOLED

Nexus-6 5.96 2560 x 1440 493 AMOLED

Lumia 1520 6 1080 x 1920 367 IPS LCD


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DIFFERENT TOOLS, LANGUAGES AND DISTRIBUTION


CHANNELS ASSOCIATED WITH LEADING MOBILE
OPERATING SYSTEMS
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MOBILE MYTHS
There are many myths associated with mobile application
development. It’s cheap, it’s easy, it’s unnecessary, you can’t do it
without a large team, and you shouldn’t have to pay for it.

Myth #1: It is inexpensive to develop a mobile solution.

Mobile development is not cheap. 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.
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Myth #2: It’s easy to develop a mobile solution.

Later you will know how to leverage existing data, use new technologies to
expose that data, interpret the nuances of the native development
platforms, and use the newer third-party platforms for mobile application
development. It is in no way easy.

Myth #3: We don’t need a mobile presence.

With the smartphone market growing at such a large rate, and the ease
with which mobile applications become available (through the market
applications on the device and the markets’ respective websites) there is a
large set of potential customers to reach. And its highly recommended to
test apps on mobiles.

Myth #4: You need a large development team.

Many single-developer companies are successfully releasing quality


applications on the different platform markets.
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INTRODUCTION TO
MOBILE PLATFORMS
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 iOS – Apple’s proprietary mobile OS, iPhone, iPod Touch, iPad.


Derived from OS X, very UNIX like

 Android – Open source mobile OS developed ny the Open Handset


Alliance led by Google. Based on Linux 2.6 kernel

 Symbian – acquired by Nokia 2008

 Windows Phone 7 – Microsoft – Kin, discontinued 6 weeks after


initial launch

 Blackberry OS – RIM (Research in Motion), proprietary OS


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WHAT IS iOS?
• Apple’s mobile OS for phones (iPhone),
tablets (iPad), handhelds (iPod),
• based on BSD Unix
• Application programming done in
Objective C
• Supports Bluetooth, Wi-Fi, and 3G and 4G
networking
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iOS APPLICATION DEVELOPMENT

iOS
XCODE IDE
SDK

iOS
iOS
Mobile
Simulator
Device
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WHAT IS ANDROID?
• Android is an open source operating system,
created by Google specifically for use on mobile
devices (cell phones and tablets)
• Linux based (2.6 kernel)
• Can be programmed in C/C++ but most app
development is done in Java (Java access to C
Libraries via JNI (Java Native Interface))
• Supports Bluetooth, Wi-Fi, and 3G and 4G
networking
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ANDROID APPLICATION
DEVELOPMENT

Android
Eclipse IDE
SDK
/ Android
Studio

Android
Android
Mobile
Emulator
Device
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COMMONLY USED PACKAGES


• User interface controls and widgets
• User interface layout
• Secure networking and web browsing
• Structured storage and relational databases
(SQLite RDBMS)
• 2D and 3D Graphics SGL and OpenGL
• Audio and visual media support
• Access to optional hardware (GPS)
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ANDROID DEVELOPMENT

Java Source
Android
Manifest
Generated Java .dex Dalvik
Class Compiler File VM
Resource
XML
Android
Libraries
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THE ANDROID SOFTWARE STACK

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