Lecture 2
Lecture 2
z Application Design
Robel M.
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Agenda
❖ Mobile Context
❖ Information Architecture
❖ Design Elements
❖ Temperature
❖ User preferences
❖ Lighting
❖ Location
❖ History
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What is Context-Aware Mobile Computing?
▪ Applications that can detect their user’s situations and adapt to their
behaviors accordingly.
▪ Context history is the recording of computing, user, and physical context over time
z Considering Context: The 5 W’s
▪ Who is the user? Who are the people with which the user is interacting, or who
is nearby?
✓ Social context
▪ What is the user doing?
✓ Function context
▪ Where is the user? Home? Work? Bathroom? Familiar coffee shop?
✓ Location context, the most widely used type of context
Low-level
❖ Can be sensed directly using sensors or through simple processing
High-level details
❖ Involve the amalgamation of low-level context information and sophisticated
processing
❖ Contextual adaptation
✓ Capability of the system to adapt its behavior by using contextual
information
❖ Contextual resource discovery
✓ Capability to discover available resources in an environment
INFORMATION ARCHITECTURE
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Information Architecture
❖ Organization System
✓ A way to present information, e.g. content categories
❖ Navigation system
✓ Help user move through the content
❖ Search system
✓ Allow user search the content
❖ Labelling system
✓ Describe categories, options, and links in language that (hopefully) is meaningful to
users;
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How is mobile different?
❖ Navigation concerns
✓ How people move around the app and
✓ What it cannot.
❖ Mobile specific
✓ A subset of functions must be selected that will be included in the implementation.
Furthermore, the physical characteristics of the device must be taken into account, if they imply
restrictions.
Scoping can be helped by conceptualizing the application with pictures, mockups, and creating
prototypes.
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Performance considerations
▪ After scoping
Must consider performance.
▪ One way to design for performance is to use an older (or simply less capable)
hardware for early experiments.
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User interface design
❖ Mobiles are
▪ Small screen size
❖ Tasks
▪ Size
▪ Power
▪ Processing capability
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Communications and I/O
▪ The way communications and I/O are defined determines how the application
communicates with the resources that are located beyond its control.
▪ The way in which the application handles local and remote resources has a major
effect on usability.
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▪ HTML5
▪ Native
▪ HTML5 Apps run inside a Browser and cannot make use of many things that Mobile
OS provides, like File System, SQLLite Database, Network APIs, Camera, Contacts
etc.
▪ A few APIs are exposed to browser JavaScripts like GeoLocation, very limited
local storage, and more.
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HTML5 App Capabilities
▪ Maximum Reuse
▪ Simulation of Native UX
2. Native App
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Twitter App
Full Access
Mobile OS
Maximum Maximum
App Store Engagement No Engagement
Engagement Engagement
Product Features
Time/Cost to
Market
Kind of Audience
THANK YOU!