Mobile Project Management


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Mobile Project Management

  1. 1. What does it take toconvert information intoproductivity?Mobile ProjectManagementBringing business intocontextSébastien BRISON
  2. 2. Agenda
  3. 3. Life Cycle
  4. 4. 5 core processes• Initiating• Planning• Executing• Monitoring & controlling• Closing
  5. 5. Software Project Management LifeCycle
  6. 6. Differences with traditionaldevelopment
  7. 7. Managing enterprise mobility• How can companies insure anapproach in a holistic, unifiedfashion?• Businesses in the US and UK aremaking average current investmentsof $422K• A third of companies are planning tolaunch four or more mobile projects inthe next 12-18 months• The companies are working withseveral mobile solutions vendors dueto the inability of suppliers to addressmultiple mobile value chain aspects.Antenna’s Mobile Business Forecast 2012
  8. 8. The lack of a holistic approach• Mobile solutions suppliers today aremostly small specialist providers• Large companies are forced tocommission multiple projects in order tomultiple strategy sections• Companies take over six months tocomplete projects, with 10 percent takinga year or more to finish them• Mobile strategies have becomefragmented, redundant, and the projectshave ended up being difficult to manage.Antenna’s Mobile Business Forecast 2012
  9. 9. Scheduling concerns• The devices take more time to set up fordevelopment and testing• There is a learning curve for adjusting tonew tools and hardware versions• A surprising amount of time can be lost ifdevices arent available• People get tired and uncomfortable morequickly using mobile devices• Multiple store submission requirementsalso are quite time consuming
  10. 10. Use scenarios
  11. 11. Scenarios Use scenario is another name for aparticular flow of events. A use case covers a range ofsituations – a scenario is just one. Each use case typically has:– Current state describing thetraditional flow– Future state describing the“ideal path”– alternate flows describingmajor exceptions Several alternatives exist forspecifying the use case scenarios.
  12. 12. Describing Scenarios Textually Write text to describe theinteraction of the actor(s)and the system. Simple and easy approach May be limiting:– Numerous alternateflows make it hard tounderstand wherenormal flow can branch.– Long alternate flowsneed to be broken out assteps too.• Use Case: Checks out item1. Customer sets item on counter.2. Sales clerk swipes UPC reader across UPC codeon item.3. System looks up UPC code in databaseprocuring item description and price.4. System emits audible beep.5. System announces item description and priceover voice output.6. System adds price and item type to currentinvoice.7. System adds price to correct tax subtotal.• Error case 1: UPC code unreadable• If after step 2, the UPC code was invalid or wasnot properly read, emit an audible „bonk‟ sound.• Error case 2: No item in database• If after step 3 no database entry is found for theUPC flash the „manual entry‟ button on theterminal. Accept key entry of price and tax codefrom Sales Clerk. Set Item description to“Unknown item”. Go to step 4.
  13. 13. Describing Scenarios Graphically Create an Activity Diagramto graphically show theinteraction of the actor(s)and the system. Create a Sequence Diagramto graphically show theinteraction of the actor(s)and the system Easy to slip into too muchdetail Great start for designactivities
  14. 14. Mock up
  15. 15. Paper Prototype• Paper + Pen• Metal Stencil
  16. 16. Paper Prototype• Paper + Pen
  17. 17. Online Prototype•– Pencil
  18. 18. Online Prototype•
  19. 19. Online Prototype•
  20. 20. Ipad Version Prototype• iMockup
  21. 21. User Interface
  22. 22. The importance of the user interface
  23. 23. Design and Usability Interface• Design and Usability of the App is the key forsuccess• Provide a clear and clean layout - users have touse your app from the very first beginningwithout any help• Users should not think about your app at anytime, they should simply use it
  24. 24. « Great » User Interface• follows human interface design principles, that are basedon the way people think and work, not on the capibilitiesof the device.• Methaphors (playback control, sliding on-off switching,...)• Direct Manipulation (with the Multi-Touch Interface)• See and Point (Presenting choices or options in list form)• Feedback (must be immediate)• User Control (user, not the application must initiate andcontrol actions)
  25. 25. Build in Simplicty/Ease of Use• Users are probably doing other things while theysimultaneously use your application• Make it obvious• High level Information near the top of the screen(independent of how people tap on screen, top is mostvisible)• Minimize text input• Keep essential information succinctly• Provide a fingertip-size target area for all tappableelements (calculator example: 44*44 pixel)
  26. 26. Focus on the Primary Task• An iPhone Application that establishes andmaintains focus on its primary functionality issatisfying and enjoyable to use“• What is most important in each context?• Is the provided information essential, does a userneed this information right now?
  27. 27. Communicate Effectively• „ ... avoid technical jargon in the user interface“• Feedback is important• Use user-centric terminology
  28. 28. Support Gestures Appropriately
  29. 29. StartingiPhone Application should start instantly so users canbegin using them without delay• Specify appropriate status bar styles• Display a launch image• Avoid displaying an About window, splash screen oranother type of startup experiences• Launch using the portrait orientation
  30. 30. Stopping• iphone Applications should never quitpogrammatically• Be prepared to receive an exit or terminatenotification at any time.• Save the current state when stopping• Avoid alerts• User has to decide if continuing you application orpressing the Home Button
  31. 31. Settings and Configuration• It„s best when iPhone application do not aks usersto specify any settings at all• Focus your solutions on the needs of 80 percent ofusers• Get as much information as possible from othersources• If you must ask for setup-information, prompt usersto enter within your application• Offer configuration options in the main user interfaceor on the back of a screen
  32. 32. Settings and Configuration• Don„t provide a button for a built-in action, becauseusers will wonder why there are two ways to do thesame thing in your application“• Support Copy and Paste• Support Undo and Redo• Enabling Push Notifications (delivery is notguaranteed)• Providing Search and Displaying Search Results• Using the User„s Location
  33. 33. Using Sound• Ring/Silent Switch (avoid sound if it is not explicityset)• Volume Buttons (the user always decided theloudness)• Headset and Headphones (plug in headsets meanssound has to be set privately)• Wireless audio (disconnection = pause, connection= no pause)• Defining the Audio Behavior is essential task
  34. 34. Main parts of an application screen• Every application, regardless of type, has anapplication window• Status Bar• Navigation Bar • Tab Bar• Toolbar
  35. 35. Different Application Controls• Remember that users expect familiar controls tobehave as they to in the built-in applications
  36. 36. System Provided Buttons• promote a consistent user experience and makeyour job easier.
  37. 37. GUI•
  38. 38. Comprehensible Icons• jjjjj
  39. 39. Size of screens• Dimension
  40. 40. Main Transitions - 1
  41. 41. Main Transitions - 2
  42. 42. Main Transitions – 3
  43. 43. 6 - STORE SUBMISSION
  44. 44. Store submission process - 1• 1. Add Device Program Portal• 2. Xcode Organizer
  45. 45. Store submission process - 2• 3. Create Developer Certificate• 4. Add to Keychain
  46. 46. Store submission process - 3• 5. Create Apple ID• 6. Create ProvisioningProfile
  47. 47. Store submission process - 4• 7. Add Provisioning Profile to XcodeOrganizer• 8. Test Code .
  48. 48. Applications Submission Check List• Name of the application• Application Icons• Text Description• Category• Launch screen• Copyright, SKU number and keywords• URL• EULA
  49. 49. Name of the Application• Application name 255 characters• Must be unique• Be careful using off limit terms: aka Google Mailprogram could cause a rejection.
  50. 50. Application Icons• Branding and strong visual design should come togetherinto a compact, instantly recognizable, attractivepackage“• Create different sizes of your application icon fordifferent devices• The Icon is must be seen as branding of the app - thefirst contact of the user with your product
  51. 51. Application Icons
  52. 52. Text Description• Make a good description of you app in few words• Think carefully about keywords - users will searchfor them and you never can change them• 4000 character limit700 characters is recommendPlain text onlysection headers and bullet lists make it easy to read
  53. 53. Category• Where your app is found• Don‟t get too cute. This can cause you to losedownloads and sales.• Category Choices:• Business EducationEntertainment• Finance• Games• Healthcare &Fitness• Lifestyle• Medical• Music• Navigation• News
  54. 54. Launch screen• Provide good and impressive screenshots• Give the user the feeling your app is quick and fast• Help the user to get familar with your app• 1 screenshot required - 320 pixel x 480 pixel• 4 additional screenshots optional
  55. 55. Coppyright, SKU number and keywords• Copyright• Year• Company name• Rights reserved• SKU Number• Made up number• Keywords• 100 character, comma-separated list• Be specific• No offensive words• Don‟t use other app names
  56. 56. URL• Application URL• URL to webpage with more details aboutapplication• Tip: a good one pager will suffice• Good example website:• Support URL• URL to webpage with contact details forsupport
  57. 57. End User Licensing Agreement• This is optional.• Apple will use a default EULA if you don‟t includeone.• You may have an attorney draft a custom EULAhere to include for you company.
  58. 58. Quality testing• Which Smartphone ?• Which Context ?• Which Objectives ?• Which scenari ?• Which features?• Int or ext test?• Testing Plan• Bugs report
  59. 59. Testing plan• Introduce the project• State the goals of the test• Profile your desired test subjects• Create a test subject screener• Outline your testing methodology• Define your tasks• Write a testing script• Design a post test survey
  60. 60. External testing
  61. 61. Key Points
  62. 62. Control the scope• A good app is the best technical solutionfor the target group• Define the scope : device compatibility andthe OS• Ensure that scope does not affect externalenvironmental factors
  63. 63. Measure the need for change• Measure on how the aera will be impacted• Measure the technical knowledge of the client toavoid scope creep• Measure the change expected by the client• Go step by step
  64. 64. Measure the risk• New uses =New risks
  65. 65. Criteria• Time• Cost• Earned value management (EVM) is a projectmanagement technique for measuring projectprogress in an objective manner, with a combinationof measuring scope, schedule, and cost in a singleintegrated system.
  66. 66. The communication plan• Provide an own website for you product• Think about a carefully Social Media Strategy(Twitter, Facebook, Blogs ...)• Essential Question: How can you reach your usersthat they get aware of your app• Provide a light version of you app