Practical Design & Development withFlash on Mobile & Devices<br />Chris Griffith<br />Qualcomm, Inc.<br />User Experience ...
Practical Design & Development withFlash on Mobile & Devices<br />Based on a talk given by<br />Scott Janousek<br />
Agenda<br />Intro<br />Flash Platform Overview<br />Practical Design & Development<br />Project Discussion<br />Q & A<br />
Poll<br />How many people are developing mobile apps in?<br />Flash?<br />iPhone?<br />Android?<br />webOS?<br />BlackBerr...
Mobile is Everywhere<br />
Intro<br />
My First Public Mobile Apps<br />Mobile Guide Application Adobe MAX 2009 – iPhone Version<br />
My First Public Mobile Apps<br />Mobile Guide Application Adobe MAX 2009<br />
Mobile Guide Application Adobe MAX 2009 – Flash Lite Version<br />
Flash Platform Overview<br />
Flash is pervasive<br />Flash Player is installed on 98% of Internet-connected PCs and more than 450 million devices<br />...
Desktop to Device<br />Working with Flash on devices isn’t just making things smaller!<br />
Flash on screens<br />Working with Flash on devices isn’t just making things smaller!<br />
Flash on SmartPhones<br />Google Nexus One<br />HTC Incredible<br />Palm Pre<br />HTC EVO<br />It’s a fun time for mobile ...
Open Screen Project<br />Open Screen Project partners span the entire value chain<br />Hey, I work for one of those compan...
Practical Design &<br />Development<br />
Flash Mobile & Devices 101<br />.SWF = Flash Content<br />.FLV = Flash Video<br />Flash Lite 1.x/2.x/3.x/4.x<br />Flash 10...
Flash Lite vs. Flash 10<br />Flash Lite<br />Optimized Flash Player for Mobile & Devices (4.x)<br />Flash Lite 4.0 support...
Flash Lite vs. Flash 10<br />Flash Player 10.1*<br />Top-Tier Mobile & Devices (in beta for Android OS)<br />*Late 2010 mi...
Flash Lite vs. Flash 10<br />FlashPlayer 10.1 Features*<br />Enhanced Performance (87% on rendering)<br />Reduced Memory C...
Flash Lite vs. Flash 10<br />AIR for Mobile*<br />Top-Tier Mobile & Devices (in beta for Android OS)<br />*Late 2010 might...
Practical Design<br />
Creation Tools<br />Photoshop<br />Illustrator<br />Fireworks<br />Flash<br />Flash Catalyst<br />Flash Builder<br />
Wireframing<br />Lots of great tools to assist, but pen and paper work just fine<br />
Prototyping<br />Guess what I think about this part of the process?<br />
UI Components<br />Flash Lite<br />Nokia<br />Sony Ericsson<br />Feather Framework (FL 2.x)<br />Adobe XD UI Components (F...
UI Components<br />Flash 10<br />Kevin Hoyt’s Android Components<br />Reflex<br />Flex<br />
Designing: Best Practices<br />Wireframe and/or paper prototype<br />Design LOTS of prototypes<br />Start with vectors to ...
Practical Development<br />
The Flash Platform<br />TOOLS<br />FRAMEWORK<br />CLIENTS<br />SERVICES<br />SERVERS<br />Flash Player<br />Flex<br />Flas...
Develop: Best Practices<br />Prototype<br />Conserving memory<br />Using bitmaps<br />Minimizing CPU usage<br />Optimizing...
Practical Testing<br />
Device Central<br />
Testing: Best Practices<br />Always test on device (when possible)<br />Adobe Device Central<br />Automated Test Scripts<b...
Practical Deployment<br />
Deployment: Best Practices<br />Figure out your business model<br />Look at the #’s! (devices, customers, etc)<br />Focus ...
Project Discussion<br />
mobileMAX<br />Overview<br />Flash Lite 2.x Application<br />Platform = Nokia S60 (Symbian)<br />Targets = N95, 6650<br />...
mobileMAX<br />Overview<br />WebKit/iUi<br />Platform = iPhone/iPod<br />1 week project time<br />Features<br />Personal S...
Conference Solutions<br />FlashCamp was not released<br />
Wrap Up<br />
Mobile is Everywhere<br />
Q&A<br />
Contact me:<br /><ul><li>cgriffith@qualcomm.com
Twitter: @chrisgriffith
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Practical Design and Development with Flash on Mobile and Devices

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The Flash player is on hundreds of millions of mobile and other non-PC devices. It is a great runtime to quickly create effective applications and compelling experiences targeting both mobile and other device platforms.

Attend this session to take a journey through the pains and pleasures of design and development with the Flash Platform across mobile and devices. The session will cover: application design and development with Flash and ActionScript, testing with Adobe Device Central, and deploying to device.

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Practical Design and Development with Flash on Mobile and Devices

  1. Practical Design & Development withFlash on Mobile & Devices<br />Chris Griffith<br />Qualcomm, Inc.<br />User Experience Group<br />
  2. Practical Design & Development withFlash on Mobile & Devices<br />Based on a talk given by<br />Scott Janousek<br />
  3. Agenda<br />Intro<br />Flash Platform Overview<br />Practical Design & Development<br />Project Discussion<br />Q & A<br />
  4. Poll<br />How many people are developing mobile apps in?<br />Flash?<br />iPhone?<br />Android?<br />webOS?<br />BlackBerry/RIM?<br />Other?<br />
  5. Mobile is Everywhere<br />
  6. Intro<br />
  7. My First Public Mobile Apps<br />Mobile Guide Application Adobe MAX 2009 – iPhone Version<br />
  8. My First Public Mobile Apps<br />Mobile Guide Application Adobe MAX 2009<br />
  9. Mobile Guide Application Adobe MAX 2009 – Flash Lite Version<br />
  10. Flash Platform Overview<br />
  11. Flash is pervasive<br />Flash Player is installed on 98% of Internet-connected PCs and more than 450 million devices<br />Whether Steve likes it or not!<br />
  12. Desktop to Device<br />Working with Flash on devices isn’t just making things smaller!<br />
  13. Flash on screens<br />Working with Flash on devices isn’t just making things smaller!<br />
  14. Flash on SmartPhones<br />Google Nexus One<br />HTC Incredible<br />Palm Pre<br />HTC EVO<br />It’s a fun time for mobile development <br />
  15. Open Screen Project<br />Open Screen Project partners span the entire value chain<br />Hey, I work for one of those companies!<br />
  16. Practical Design &<br />Development<br />
  17. Flash Mobile & Devices 101<br />.SWF = Flash Content<br />.FLV = Flash Video<br />Flash Lite 1.x/2.x/3.x/4.x<br />Flash 10<br />Supported Device Platforms = Dozens of OEM<br />
  18. Flash Lite vs. Flash 10<br />Flash Lite<br />Optimized Flash Player for Mobile & Devices (4.x)<br />Flash Lite 4.0 supports ActionScript 3, and it is a browser plugin (i.e. not standalone player)<br />Flash Lite 4.0 is for slower, less powerful and memory-constraint devices, and Flash 10 is for more powerful devices, possibly with hardware graphics acceleration.<br />
  19. Flash Lite vs. Flash 10<br />Flash Player 10.1*<br />Top-Tier Mobile & Devices (in beta for Android OS)<br />*Late 2010 might be timeframe for release?<br />
  20. Flash Lite vs. Flash 10<br />FlashPlayer 10.1 Features*<br />Enhanced Performance (87% on rendering)<br />Reduced Memory Comsumption (55% improvement)<br />Multitouch & Gesture Support<br />Accelerometer and Geolocation Support<br />Screen Orientation Support<br />Mobile Input Models<br />H.264 Video & Hardware acceleration<br />ActionScript 3<br />Out of Memory Management<br />Sleep Mode<br />Optimized SWF Management<br />*Late 2010 might be timeframe for release?<br />
  21. Flash Lite vs. Flash 10<br />AIR for Mobile*<br />Top-Tier Mobile & Devices (in beta for Android OS)<br />*Late 2010 might be timeframe for release?<br />
  22. Practical Design<br />
  23. Creation Tools<br />Photoshop<br />Illustrator<br />Fireworks<br />Flash<br />Flash Catalyst<br />Flash Builder<br />
  24. Wireframing<br />Lots of great tools to assist, but pen and paper work just fine<br />
  25. Prototyping<br />Guess what I think about this part of the process?<br />
  26. UI Components<br />Flash Lite<br />Nokia<br />Sony Ericsson<br />Feather Framework (FL 2.x)<br />Adobe XD UI Components (FL 1.1/FL 2.x)<br />
  27. UI Components<br />Flash 10<br />Kevin Hoyt’s Android Components<br />Reflex<br />Flex<br />
  28. Designing: Best Practices<br />Wireframe and/or paper prototype<br />Design LOTS of prototypes<br />Start with vectors to handle varying screen resolutions<br />Learn design considerations for your platform<br />Reuse UI components when possible<br />
  29. Practical Development<br />
  30. The Flash Platform<br />TOOLS<br />FRAMEWORK<br />CLIENTS<br />SERVICES<br />SERVERS<br />Flash Player<br />Flex<br />Flash Media Server Family<br />Flash <br />PlatformServices<br />FlashCatalyst<br />FlashProfessional<br />FLASH PLATFORM<br />Flash Builder<br />AIR<br />LiveCycle<br />
  31. Develop: Best Practices<br />Prototype<br />Conserving memory<br />Using bitmaps<br />Minimizing CPU usage<br />Optimizing network interactions<br />SQL Database performance<br />Read: Optimizing Performance for the Adobe Flash Platform<br />
  32. Practical Testing<br />
  33. Device Central<br />
  34. Testing: Best Practices<br />Always test on device (when possible)<br />Adobe Device Central<br />Automated Test Scripts<br />Utilize Device Central’s Panel (memory, cpu, etc)<br />Utilize testing services (DeviceAnywhere)<br />
  35. Practical Deployment<br />
  36. Deployment: Best Practices<br />Figure out your business model<br />Look at the #’s! (devices, customers, etc)<br />Focus on key on 1-2 device platforms<br />
  37. Project Discussion<br />
  38. mobileMAX<br />Overview<br />Flash Lite 2.x Application<br />Platform = Nokia S60 (Symbian)<br />Targets = N95, 6650<br />3-5 weeks project time<br />Features<br />Personal Schedule<br />unConferences<br />Had no idea what this would lead to…<br />
  39. mobileMAX<br />Overview<br />WebKit/iUi<br />Platform = iPhone/iPod<br />1 week project time<br />Features<br />Personal Schedule<br />unConferences<br />Had no idea what this would lead to…<br />
  40. Conference Solutions<br />FlashCamp was not released<br />
  41. Wrap Up<br />
  42. Mobile is Everywhere<br />
  43. Q&A<br />
  44. Contact me:<br /><ul><li>cgriffith@qualcomm.com
  45. Twitter: @chrisgriffith
  46. Blog: http://chrisgriffith.wordpress.com/</li></li></ul><li>Thanks!<br />
  47. Title<br />

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