Mobile Applications Introduction Aims of the Course


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Mobile Applications Introduction Aims of the Course

  1. 1. Mobile Applications Introduction
  2. 2. Aims of the Course <ul><li>To communicate knowledge of the technology necessary and available to deliver applications and web content to mobile devices. </li></ul><ul><li>To place mobile communication in a context of ongoing development, against which pragmatic discussion about future developments in mobile technology can take place. </li></ul><ul><li>To properly conceptualise the user. </li></ul>
  3. 3. The Tutors <ul><li>David Robison ( [email_address] ): Technology overview, Mobile Web, commercial experience and cultural implications </li></ul><ul><li>Jules Pagna Disso ( [email_address] ): Main lecturer, J2ME programming and Web programming support </li></ul>
  4. 4. Your Assessment Tasks <ul><li>Two short project specification documents </li></ul><ul><li>Two mobile projects </li></ul><ul><li>Two demonstration interviews, including discussion of user testing and evaluation </li></ul>
  5. 5. Project One (50%) <ul><li>Project Specification Document (5%) </li></ul><ul><li>Project 1 (30%): e.g. an Internet site specifically designed for mobile phones, or a mobile application of some description </li></ul><ul><li>Demonstration Interview (15%): demonstrate project and report back on user testing and evaluation </li></ul>
  6. 6. Project Two (50%) <ul><li>Project Specification Document (5%) </li></ul><ul><li>Project 1 (30%): e.g. an Internet site specifically designed for mobile phones, or a mobile application of some description </li></ul><ul><li>Demonstration Interview (15%): demonstrate project and report back on user testing and evaluation </li></ul>
  7. 7. Deadlines, Blackboard and Individual Projects <ul><li> /masters is where all lecture notes and course guides are uploaded </li></ul><ul><li>Blackboard Virtual Learning Environment (VLE) will be where you will be able to submit work online ( http:// ) </li></ul><ul><li>[Just a thought: have you considered doing a mobile project for your individual project or dissertation? This module can act as a good starting point] </li></ul>
  8. 8. Mobile Communications <ul><li>One of the fastest growing industries on earth </li></ul><ul><li>Unprecedented consumer take-up </li></ul><ul><li>Mobile phones traditionally seen as one-to-one communication tools </li></ul><ul><li>Increasingly seen as a &quot;media platform&quot; or &quot;mobile device&quot; </li></ul>
  9. 9. Mobile Media Production and Consumption Platforms <ul><li>Text information (SMS, news headlines, football results, hyperlinks, interactive function initiations) </li></ul><ul><li>Images (from monochrome logos to full colour photos – including cameras etc.) </li></ul><ul><li>Internet / GPRS, 3g and 4g media services </li></ul><ul><li>Audio data (MP3 downloads, one to many voice broadcast, e.g. Skype) </li></ul><ul><li>Video (streaming media and clips) </li></ul><ul><li>Gaming (including multi-platform, ‘real-world’ games) </li></ul><ul><li>More innovative applications? </li></ul>
  10. 10. Convergence? <ul><li>Laptops, handhelds, digital cameras, Walkmans, remote controls, etc. </li></ul><ul><li>Mobility has immediate implications for how work is done in the IT and media industries – </li></ul><ul><li>And crucially for this module, how information and is stored, communicated, presented and displayed </li></ul>
  11. 11. Problems of Design <ul><li>Mobility as a human concept? </li></ul><ul><li>People on the move… </li></ul><ul><li>People with peculiar needs and desires </li></ul>Blue tooth headset – Marketing image from
  12. 12. Interface <ul><li>Keypad problems (non-intuitive) </li></ul><ul><li>No Mouse </li></ul><ul><li>One Hand </li></ul><ul><li>On the move (i.e. no office implements around) </li></ul>
  13. 13. Interface
  14. 14. Screen <ul><li>Generally small </li></ul><ul><li>Variable size </li></ul><ul><li>Differing display abilities (colour, monochrome etc.) </li></ul><ul><li>Also bandwidth limitations (becoming less of a factor, but still very significant for the majority of phones and impacts heavily on cost – unlike PCs) </li></ul>
  15. 15. Screen
  16. 16. Phones are different <ul><li>Different display and input capabilities </li></ul><ul><li>Different software implementations </li></ul><ul><li> (a useful comparative site if you want to see a list of phone features) </li></ul><ul><li>Iphone ( ) </li></ul><ul><li>W980 – Sony Ericsson’s Walkman series of phones </li></ul><ul><li>N95 – GPS etc. functionality, Wifi </li></ul><ul><li>N96 – Live TV </li></ul>
  17. 17. Overview of Technologies <ul><li>Embedded technologies (operating systems such as Symbian, Palm OS, Microsoft PPC etc. – C# etc.) </li></ul><ul><li>J2ME (Java for phones – applications or games) </li></ul><ul><li>Media (e.g. audio, images and video) </li></ul><ul><li>Internet related technologies (WML, various scripting methods and XHTML Mobile Profile) Flashlite for Mobiles) </li></ul>
  18. 18. A few resources to get started with <ul><li>Nokia forum ( http:// ) – register and download some of their emulators and PDF guides </li></ul><ul><li>Software (D2.04) Dreamweaver, Flash, Java Netbeans ( with the Wireless toolkit and an emulator or two </li></ul><ul><li>http:// is also a useful resource </li></ul><ul><li>You may also want to search Macromedia for info about Flash Lite (Flash for hand-helds) </li></ul>
  19. 19. Mobile browsers <ul><li>There are a number of mobile emulators, browsers and SDKs that can be downloaded from Nokia and elsewhere, in which you can preview your mobile Internet content. </li></ul><ul><li>Why not download a couple and experiment with them? </li></ul>
  20. 20. Getting Started with developing for the Mobile Internet… <ul><li>Load Macromedia Dreamweaver from the Start Menu </li></ul><ul><li>File > New (CTRL+N) </li></ul><ul><li>Select &quot;Other&quot; type and choose WML or XHTML </li></ul><ul><li>(We’re working in WML version 1.3 for today but will quickly be moving on to look at XHTML MP for WAP 2.0) </li></ul>
  21. 21. Mark it up… <ul><li>Mark-up languages allow programmers to display information across a range of different systems and screens. </li></ul><ul><li>The aim is that text, tables, images and user navigation display in a consistent manner </li></ul><ul><li>Hypertext Mark-up Language (HTML) is most common for Web pages. </li></ul><ul><li>Wireless Mark-up Language is a compact set of rules for displaying information on devices with limited resources (e.g. mobiles). </li></ul>
  22. 22. WML, HTML and XML <ul><li>WML is based on XML (eXtensible Mark-up Language), a mark-up language with a powerful ability to describe data. </li></ul><ul><li>HTML just describes the display of information, using a predefined set of tags guaranteed to be understood by most Web browsers. </li></ul><ul><li>XML on the other hand means the document creator can define many set of tags. </li></ul><ul><li>A set of tags is then grouped into a set of grammar &quot;rules&quot; known as the Document Type Definition, or DTD. </li></ul><ul><li>XHTML and XHTML MP – eXtensible Hypertext Markup language and Mobile Profile, suitable for mobile devices </li></ul>
  23. 23. Remember: User in Context
  24. 24. Homework <ul><li>Find five existing projects or programs that exist on mobile devices - see how they work, try to understand what they are. </li></ul><ul><li>Produce a short summary of the projects and URLs to their pages </li></ul><ul><li>E.g. </li></ul><ul><li>E-mail these to [email_address] with the subject heading “5 Projects” </li></ul>