Presentation pomodoro i phone(2)
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Presentation pomodoro i phone(2) Presentation Transcript

  • 1. Pomodoro iPhone Michael Sandén Rasmus Wahlman 2010-06-16
  • 2. About us
    • Michael Sandén
    • Chalmers IT-programme
    • Interaction Design – Game Track
    • Main interest is development
    • Rasmus Wahlman
    • Chalmers IT-programme
    • Interaction Design – Game Track
    • Main interest is development and management
  • 3. Introduction of Master Thesis
    • Evaluate aspects of iPhone development (Pros and Cons) 
      • Design Patterns
      • Non-functional Requirements
      • Integration
      • Security
      • Development
      • Testing
      • Automatic Builds
      • Maintainability
    • Develop Pomodoro application for iPhone
    • Share experiences and lessons learned
  • 4. Introduction contd.
    • Focus on Interaction Design
    • Identify common interface design patterns
    • Design the interface according to best-practices
    • Comparing input methods on iPhone/Android
  • 5. Introduction – Pomodoro Technique
    • Francesco Cirillo
    • Helps you stay focused and concentrated
    • Plan the Day
    • The process:
      • Choose a task to accomplish
      • Set the Pomodoro timer to 25 minutes
      • Work until timer rings
      • Take a short break
      • Every four Pomodoros, take a longer break
  • 6. Contents of Presentation
    • iPhone Development
    • Introduction to Our Product
    • Introduction to Design Patterns
    • Methods for Interface Design
    • Walkthrough of Interface
    • Conclusions & Lessons Learned
  • 7. iPhone Development - The Platform
    • Touch-screen smart phone
    • Objective-C
    • Foundation framework
    • UIKit framework
  • 8. iPhone Development - Method
    • Model View Controller
    • Interface Builder
    • iPhone Simulator
  • 9. Introduction to Our Product
    • Pomodoro Technique
    • - Create, update and delete activities
    • - Pomodoro timer
    • - Tracking interruptions
    • Cloud integration
    • - REST service with OAuth authentication
    • Online/offline mode
    • - Offline account
  • 10. Introduction to Design Patterns
    • Hub-and-Spoke
    • One-window Drilldown
    • Global Navigation
  • 11. Methods for Interface Design – Paper Sketches
  • 12. Methods for Interface Design – Paper Prototypes
  • 13. Methods for Interface Design – User Testing
    • Method:
    • Testing using paper prototypes
    • Users were given limited background knowledge
    • Unexpected behavior was noted
    • Results:
    • Everyone prefered tab design
    • Positive aspects of toolbar design
    • Problems understanding activity priorities
  • 14. Walkthrough of Interface
  • 15. Conclusions & Lessons Learned
    • Use common iPhone interface patterns as much possible
    • Customizing is much harder
    • Use Apple guidelines for interface design
    • Use Interface Builder wisely
    • Don’t rely too much on the simulator
  • 16. Future Work
    • Statistics
    • Offline mode synchronised with online mode
    • Handle OAuth access limit
    • Improve Plan the Day
  • 17. Questions