The document discusses the mobile ecosystem and how mobile devices have become the 7th mass media. It provides a brief history of mobile devices from the "Brick Era" to the current "Touch Era". The mobile ecosystem involves operators who provide networks, devices that run on platforms and operating systems, applications, and services. The mobile market is now the largest mass media worldwide with over 5 billion subscribers in 2011. Mobile devices can access content from all previous mass media such as print, recordings, cinema, radio, television, and the internet, making mobile the most accessible mass medium.
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
Mobile Applications Development - Lecture 1
Brief History of Mobile
The Mobile Ecosystem
Mobile as the 7th mass medium
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L'Aquila (Italy).
http://www.di.univaq.it/malavolta
Tom Deryckere shared thoughts on mobile web development and how content management systems (CMS) like Drupal, Joomla, and WordPress can be used to build mobile sites. He discussed how the mobile web is different than the desktop web and outlined techniques like device detection, template switching, and content transcoding to optimize sites for multiple devices. Examples of CMS extensions and services that facilitate mobile development were provided. Attendees were encouraged to start building mobile versions of their sites.
Introduction to mobile application developmentChandan Maurya
This document discusses mobile application development. It covers the importance of mobile apps, different development choices like native, hybrid and mobile web apps, and factors to consider from the perspectives of users, developers and businesses. The key platforms are discussed along with their market shares. Native apps can access all device APIs but must be developed for each platform separately. Hybrid apps combine web technologies with native wrappers for a cross-platform experience. Mobile web apps run in browsers but have limited device access.
Native, Web or Hybrid Mobile App Development?Sura Gonzalez
The document discusses different approaches to developing mobile apps, including native apps, web apps, and hybrid apps. Native apps are developed specifically for a single platform using that platform's tools and programming languages. They have full access to device features but have high development and maintenance costs. Web apps are developed with web technologies like HTML, CSS, and JavaScript and run in a mobile browser, allowing cross-platform use but more limited access to device features. Hybrid apps combine native and web technologies by wrapping web views in a native container, giving them full device access and lower costs than native apps. The document explores the characteristics and tradeoffs of each approach.
Mobile Accessibility Best Practices & TrendsAidan Tierney
This document discusses mobile accessibility best practices and trends. It provides an overview of different mobile platforms and development approaches, as well as accessibility features available on Android and iOS. While standards are still emerging, the document recommends following platform-specific guidance and the comprehensive BBC Mobile Accessibility Standards and Guidelines.
Mobile accessibility testing involves using screen readers and other assistive technologies to evaluate a website or app's accessibility on mobile devices. Key aspects to test include: (1) ensuring all content has text alternatives, (2) testing that the logical structure and reading order is correct, and (3) verifying that any interactive elements like buttons are accessible to screen readers. It is important to test using actual screen readers on target devices to identify any issues.
This primer on mobile accessibility will give you a solid grounding on standards, guidelines and principles of making websites accessible on mobile devices, and demonstrate some of the accessibility features available on iOS and Android.
This presentation was delivered at Digpen 7:
http://lanyrd.com/2014/digpen7/sdfcth/
The document discusses the mobile ecosystem and its various layers. It describes how the mobile ecosystem consists of operators who build cellular networks, mobile platforms that software runs on, application frameworks that apps are created with, and different types of mobile apps like games and web widgets. It also covers topics like mobile design, information architecture, and trends like Mobile 2.0.
Mobile Applications Development - Lecture 1
Brief History of Mobile
The Mobile Ecosystem
Mobile as the 7th mass medium
This presentation has been developed in the context of the Mobile Applications Development course at the Computer Science Department of the University of L'Aquila (Italy).
http://www.di.univaq.it/malavolta
Tom Deryckere shared thoughts on mobile web development and how content management systems (CMS) like Drupal, Joomla, and WordPress can be used to build mobile sites. He discussed how the mobile web is different than the desktop web and outlined techniques like device detection, template switching, and content transcoding to optimize sites for multiple devices. Examples of CMS extensions and services that facilitate mobile development were provided. Attendees were encouraged to start building mobile versions of their sites.
Introduction to mobile application developmentChandan Maurya
This document discusses mobile application development. It covers the importance of mobile apps, different development choices like native, hybrid and mobile web apps, and factors to consider from the perspectives of users, developers and businesses. The key platforms are discussed along with their market shares. Native apps can access all device APIs but must be developed for each platform separately. Hybrid apps combine web technologies with native wrappers for a cross-platform experience. Mobile web apps run in browsers but have limited device access.
Native, Web or Hybrid Mobile App Development?Sura Gonzalez
The document discusses different approaches to developing mobile apps, including native apps, web apps, and hybrid apps. Native apps are developed specifically for a single platform using that platform's tools and programming languages. They have full access to device features but have high development and maintenance costs. Web apps are developed with web technologies like HTML, CSS, and JavaScript and run in a mobile browser, allowing cross-platform use but more limited access to device features. Hybrid apps combine native and web technologies by wrapping web views in a native container, giving them full device access and lower costs than native apps. The document explores the characteristics and tradeoffs of each approach.
Mobile Accessibility Best Practices & TrendsAidan Tierney
This document discusses mobile accessibility best practices and trends. It provides an overview of different mobile platforms and development approaches, as well as accessibility features available on Android and iOS. While standards are still emerging, the document recommends following platform-specific guidance and the comprehensive BBC Mobile Accessibility Standards and Guidelines.
Mobile accessibility testing involves using screen readers and other assistive technologies to evaluate a website or app's accessibility on mobile devices. Key aspects to test include: (1) ensuring all content has text alternatives, (2) testing that the logical structure and reading order is correct, and (3) verifying that any interactive elements like buttons are accessible to screen readers. It is important to test using actual screen readers on target devices to identify any issues.
This primer on mobile accessibility will give you a solid grounding on standards, guidelines and principles of making websites accessible on mobile devices, and demonstrate some of the accessibility features available on iOS and Android.
This presentation was delivered at Digpen 7:
http://lanyrd.com/2014/digpen7/sdfcth/
This document discusses web and mobile app accessibility testing. It covers laws regarding accessibility, how people with disabilities access apps using assistive technologies, and the difference between accessibility compliance and usability. The document provides guidelines for building and testing apps throughout development to ensure accessibility compliance and usability for people with disabilities. It also includes examples of accessibility standards, developer checklists, and ways to test for accessibility.
Kevin Suttle is a channel developer for litl and has contributed to various tech publications and projects. He discusses the importance of considering context when developing applications, noting that context includes more than just screen size. Context refers to the user's surroundings, capabilities of their device, time sensitivity, social interactions and more. He advocates developing "contextual applications" or "contextual experiences" that account for these various contexts rather than focusing only on devices or screen sizes.
This document discusses Gravity, a Twitter client application for Symbian S60 phones, and provides advice for developing mobile applications. It summarizes that Gravity started as a side project to provide a native Twitter client for S60 phones, since there were none existing. It then discusses that the developer is a one-man operation focused solely on Symbian development since 2002. The document provides tips for application development, including testing on multiple real phones, implementing debugging tools, prioritizing good design and animations, and choosing distribution channels carefully based on overhead.
This document discusses the challenges facing mobile app developers. It notes the fragmentation across mobile platforms, devices, and network APIs. Key considerations for developers include reach of potential users, pricing models, time to launch apps, revenue sharing structures, and geographic support. Developing rich features like call control and billing integration is difficult due to the lack of common APIs across carriers. The document calls for help in addressing these issues to simplify the developer experience.
WSO2Con Asia 2014 - Accelerating Mobile Development with Mobile Enterprise Ap...WSO2
This document discusses accelerating mobile development through mobile enterprise application platforms (MEAPs). It provides background on the history of mobile phones and apps, current mobile trends, and challenges in mobile development. It then introduces WSO2's MEAP solution, which aims to address these challenges by enabling write-once, run-anywhere mobile app development and providing tools to support the full app lifecycle.
Introduction to mobile accessibility, 2015Henny Swan
This is a full day workshop I gave at AccessU 2015 and an updated version of the same workshop I gave at AccessU in 2013 (also on Slideshare).
As an introduction to mobile accessibility it covers key concepts, user experience, development and some QA. It is intended mostly for a non-technical audience who are looking for an introduction to mobile web accessibility and native apps although it does contain some technical guidance.
Even though WCAG 2.0 was written before smartphones put mobile accessibility in the public eye, WCAG 2.0 was written to be forward-thinking and has proved to be so. During this session, you’ll learn about available mobile accessibility resources from the W3C Web Accessibility Initiative. You’ll also learn about the new work going on in the Mobile Accessibility Task Force to create and update techniques for WCAG in mobile websites and native apps.
The document provides an introduction to mobile web development. It discusses current trends in mobile computing and differences between desktop and mobile applications. It introduces various mobile web frameworks like jQuery Mobile and describes HTML5, CSS3, and PHP5 for mobile web development. It covers topics like mobile operating systems, browsers, and device categories. It also discusses jQuery Mobile features, compatibility, and limitations.
This document summarizes opportunities for developers using Qt across platforms like Symbian, Maemo, and others. It discusses how Qt allows for cross-platform application development, highlighting its use on millions of Symbian phones, Maemo devices, and Ovi Services. The document also introduces the "mobility project", which brings new Qt APIs for cross-platform mobile application development and access to services. Finally, it outlines the developer tools and opportunities for creating applications on the N900 Maemo device.
This white paper/slide deck examines the issue of the proliferation of icons on touchscreen smartphones - touchscreen clutter - and offers two solutions. This is an update on our 2010 white paper.
Mobile apps are programs designed to run on mobile devices like smartphones and tablets. There are three main types - native apps written for a specific platform, web apps that run in a mobile browser, and hybrid apps that are native apps with a web view component. Native apps have direct access to device features but must be developed for each platform separately, while web apps can be used across platforms but have limited features. Popular mobile platforms include Android, iOS, and Windows Phone, each with their own programming languages, SDKs, and IDEs for app development. Mobile UIs are optimized for touchscreens and mobility with gestures, simple designs, and standard interface elements.
Introduction to mobile accessibility - AccessU 2013Henny Swan
Where do you start when making your content mobile?
This presentation tackles how people with disabilities use the mobile web and applications, putting together a mobile support strategy, responsive web design, iOS and Android development covering design, development and testing.
The document discusses the evolution of the mobile web from Mozilla's perspective. It covers Mozilla's background and values, the current state of the mobile web including the rise of smartphones and tablets, a vision for experiences beyond just browsing on mobile devices, and the role of HTML5, web apps, and other technologies in realizing this vision. It also outlines 24 visions for the future of mobile, such as rapid growth, cross-platform experiences, security and privacy, and the roles of native apps versus web apps.
Innovations in Mobile Testing: Expanding Your Test PlanJosiah Renaudin
As organizations implement their mobile strategy, testing teams must support new technologies—while still maintaining existing systems. Melissa Tondi describes the major trends and innovations in mobile technology, usage patterns, tools, and test equipment that you should consider when transitioning existing test teams or starting new ones. Based on information from more than two years of research with a lab-based consultant team, Melissa focuses on areas that balance efficiency and productivity, including use of a Device Matrix technique to select devices to test against, and when to use emulators and simulators rather than physical devices. She offers solutions to ensure you have a comprehensive mobile test strategy and focuses on challenges—including understanding mobile-specific integration testing and which automation tools to use—that have inundated traditional test teams. Melissa describes how to build a well-organized device lab, incorporating testing scenarios—such as gesture and interruption testing—that are unique to mobile.
Designing for Tablet Experiences (Henrik Olsen)Autodesk
Henrik Olsen's presentation from Web 2.0 Expo New York:
If you’re ready to jump into designing for tablets, this will be a great two-part workshop for you. Given the mass adoption of tablet devices over this past year,this workshop has been created to present the fundamentals of designing tablet applications as well as tablet optimized web sites. Learn from a leader in adopting classic design principles to the rapidly evolving world of tablets.
This document summarizes a workshop on designing tablet experiences. The workshop agenda covers understanding tablet hardware, operating systems, popular apps, defining needs for new apps, design considerations, and exercises for app features, functions and workflows. The goal is to help designers create engaging tablet apps by sharing best practices and having designers work through app design scenarios.
The document discusses how HTML5 can improve the mobile user experience. It introduces the Motorola Atrix smartphone and its webtop feature, which allows it to function like a desktop when docked. The presentation provides an overview of HTML5 capabilities like multimedia support and APIs that enable offline apps. It also covers design considerations for cross-device web apps and demonstrates a simple web app.
The document provides advice for new developers on how to get started building mobile apps. It recommends starting small by building a mobile web app prototype instead of a fully native app, as mobile web apps are easier to develop, can access many native features, and allow developers to test ideas and tweak the app more easily. Once the prototype is complete, it can be expanded into a larger project, turned into a full native or hybrid mobile app, or used as a sample for testing. The document stresses answering questions about the app's purpose and users before designing, and offers tips for user interface and experience design.
Is That a Mobile Template or Responsive Design? Identify Which Mobile Strateg...Sherry Budziak
This document discusses mobile strategies for organizations. It begins by outlining the growing use of mobile devices and need for mobile strategies. It then describes the four main types of mobile experiences: tweaking existing sites, responsive design, dedicated mobile sites, and mobile apps. The document advocates considering user needs and objectives in choosing a strategy. It also provides examples of how one organization, netFORUM, is adapting its strategy through responsive design and other mobile enhancements.
- Mobile phone subscriptions in Australia reached 25.5 million as of the document's writing, representing 119% penetration of the population of 21.4 million, with strong growth across major carriers.
- Wireless broadband subscriptions also grew significantly year-over-year across carriers.
- The mobile phone has evolved from solely a calling device to a platform for social and business connections, entertainment, internet access, and personal use through apps and additional functions.
- Emerging technologies like augmented reality, mobile commerce, smart remote controls, and wearable devices may further change the mobile landscape.
The mobile ecosystem and development strategiesIvano Malavolta
The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
Android is an open-source software platform developed by Google and the Open Handset Alliance to address the growing needs of the mobile marketplace. It provides an innovative and open platform for mobile application development, customization of mobile phones, and delivery of value-added content to subscribers. Android allows developers unprecedented access to handset features and the ability to develop powerful mobile applications without licensing fees. It also gives users more choice and functionality in customizing their phones.
This document discusses web and mobile app accessibility testing. It covers laws regarding accessibility, how people with disabilities access apps using assistive technologies, and the difference between accessibility compliance and usability. The document provides guidelines for building and testing apps throughout development to ensure accessibility compliance and usability for people with disabilities. It also includes examples of accessibility standards, developer checklists, and ways to test for accessibility.
Kevin Suttle is a channel developer for litl and has contributed to various tech publications and projects. He discusses the importance of considering context when developing applications, noting that context includes more than just screen size. Context refers to the user's surroundings, capabilities of their device, time sensitivity, social interactions and more. He advocates developing "contextual applications" or "contextual experiences" that account for these various contexts rather than focusing only on devices or screen sizes.
This document discusses Gravity, a Twitter client application for Symbian S60 phones, and provides advice for developing mobile applications. It summarizes that Gravity started as a side project to provide a native Twitter client for S60 phones, since there were none existing. It then discusses that the developer is a one-man operation focused solely on Symbian development since 2002. The document provides tips for application development, including testing on multiple real phones, implementing debugging tools, prioritizing good design and animations, and choosing distribution channels carefully based on overhead.
This document discusses the challenges facing mobile app developers. It notes the fragmentation across mobile platforms, devices, and network APIs. Key considerations for developers include reach of potential users, pricing models, time to launch apps, revenue sharing structures, and geographic support. Developing rich features like call control and billing integration is difficult due to the lack of common APIs across carriers. The document calls for help in addressing these issues to simplify the developer experience.
WSO2Con Asia 2014 - Accelerating Mobile Development with Mobile Enterprise Ap...WSO2
This document discusses accelerating mobile development through mobile enterprise application platforms (MEAPs). It provides background on the history of mobile phones and apps, current mobile trends, and challenges in mobile development. It then introduces WSO2's MEAP solution, which aims to address these challenges by enabling write-once, run-anywhere mobile app development and providing tools to support the full app lifecycle.
Introduction to mobile accessibility, 2015Henny Swan
This is a full day workshop I gave at AccessU 2015 and an updated version of the same workshop I gave at AccessU in 2013 (also on Slideshare).
As an introduction to mobile accessibility it covers key concepts, user experience, development and some QA. It is intended mostly for a non-technical audience who are looking for an introduction to mobile web accessibility and native apps although it does contain some technical guidance.
Even though WCAG 2.0 was written before smartphones put mobile accessibility in the public eye, WCAG 2.0 was written to be forward-thinking and has proved to be so. During this session, you’ll learn about available mobile accessibility resources from the W3C Web Accessibility Initiative. You’ll also learn about the new work going on in the Mobile Accessibility Task Force to create and update techniques for WCAG in mobile websites and native apps.
The document provides an introduction to mobile web development. It discusses current trends in mobile computing and differences between desktop and mobile applications. It introduces various mobile web frameworks like jQuery Mobile and describes HTML5, CSS3, and PHP5 for mobile web development. It covers topics like mobile operating systems, browsers, and device categories. It also discusses jQuery Mobile features, compatibility, and limitations.
This document summarizes opportunities for developers using Qt across platforms like Symbian, Maemo, and others. It discusses how Qt allows for cross-platform application development, highlighting its use on millions of Symbian phones, Maemo devices, and Ovi Services. The document also introduces the "mobility project", which brings new Qt APIs for cross-platform mobile application development and access to services. Finally, it outlines the developer tools and opportunities for creating applications on the N900 Maemo device.
This white paper/slide deck examines the issue of the proliferation of icons on touchscreen smartphones - touchscreen clutter - and offers two solutions. This is an update on our 2010 white paper.
Mobile apps are programs designed to run on mobile devices like smartphones and tablets. There are three main types - native apps written for a specific platform, web apps that run in a mobile browser, and hybrid apps that are native apps with a web view component. Native apps have direct access to device features but must be developed for each platform separately, while web apps can be used across platforms but have limited features. Popular mobile platforms include Android, iOS, and Windows Phone, each with their own programming languages, SDKs, and IDEs for app development. Mobile UIs are optimized for touchscreens and mobility with gestures, simple designs, and standard interface elements.
Introduction to mobile accessibility - AccessU 2013Henny Swan
Where do you start when making your content mobile?
This presentation tackles how people with disabilities use the mobile web and applications, putting together a mobile support strategy, responsive web design, iOS and Android development covering design, development and testing.
The document discusses the evolution of the mobile web from Mozilla's perspective. It covers Mozilla's background and values, the current state of the mobile web including the rise of smartphones and tablets, a vision for experiences beyond just browsing on mobile devices, and the role of HTML5, web apps, and other technologies in realizing this vision. It also outlines 24 visions for the future of mobile, such as rapid growth, cross-platform experiences, security and privacy, and the roles of native apps versus web apps.
Innovations in Mobile Testing: Expanding Your Test PlanJosiah Renaudin
As organizations implement their mobile strategy, testing teams must support new technologies—while still maintaining existing systems. Melissa Tondi describes the major trends and innovations in mobile technology, usage patterns, tools, and test equipment that you should consider when transitioning existing test teams or starting new ones. Based on information from more than two years of research with a lab-based consultant team, Melissa focuses on areas that balance efficiency and productivity, including use of a Device Matrix technique to select devices to test against, and when to use emulators and simulators rather than physical devices. She offers solutions to ensure you have a comprehensive mobile test strategy and focuses on challenges—including understanding mobile-specific integration testing and which automation tools to use—that have inundated traditional test teams. Melissa describes how to build a well-organized device lab, incorporating testing scenarios—such as gesture and interruption testing—that are unique to mobile.
Designing for Tablet Experiences (Henrik Olsen)Autodesk
Henrik Olsen's presentation from Web 2.0 Expo New York:
If you’re ready to jump into designing for tablets, this will be a great two-part workshop for you. Given the mass adoption of tablet devices over this past year,this workshop has been created to present the fundamentals of designing tablet applications as well as tablet optimized web sites. Learn from a leader in adopting classic design principles to the rapidly evolving world of tablets.
This document summarizes a workshop on designing tablet experiences. The workshop agenda covers understanding tablet hardware, operating systems, popular apps, defining needs for new apps, design considerations, and exercises for app features, functions and workflows. The goal is to help designers create engaging tablet apps by sharing best practices and having designers work through app design scenarios.
The document discusses how HTML5 can improve the mobile user experience. It introduces the Motorola Atrix smartphone and its webtop feature, which allows it to function like a desktop when docked. The presentation provides an overview of HTML5 capabilities like multimedia support and APIs that enable offline apps. It also covers design considerations for cross-device web apps and demonstrates a simple web app.
The document provides advice for new developers on how to get started building mobile apps. It recommends starting small by building a mobile web app prototype instead of a fully native app, as mobile web apps are easier to develop, can access many native features, and allow developers to test ideas and tweak the app more easily. Once the prototype is complete, it can be expanded into a larger project, turned into a full native or hybrid mobile app, or used as a sample for testing. The document stresses answering questions about the app's purpose and users before designing, and offers tips for user interface and experience design.
Is That a Mobile Template or Responsive Design? Identify Which Mobile Strateg...Sherry Budziak
This document discusses mobile strategies for organizations. It begins by outlining the growing use of mobile devices and need for mobile strategies. It then describes the four main types of mobile experiences: tweaking existing sites, responsive design, dedicated mobile sites, and mobile apps. The document advocates considering user needs and objectives in choosing a strategy. It also provides examples of how one organization, netFORUM, is adapting its strategy through responsive design and other mobile enhancements.
- Mobile phone subscriptions in Australia reached 25.5 million as of the document's writing, representing 119% penetration of the population of 21.4 million, with strong growth across major carriers.
- Wireless broadband subscriptions also grew significantly year-over-year across carriers.
- The mobile phone has evolved from solely a calling device to a platform for social and business connections, entertainment, internet access, and personal use through apps and additional functions.
- Emerging technologies like augmented reality, mobile commerce, smart remote controls, and wearable devices may further change the mobile landscape.
The mobile ecosystem and development strategiesIvano Malavolta
The mobile ecosystem
Mobile as the 7th mass medium
Designing for context
Mobile development strategies
Types of mobile applications
Tips for the project
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2013.
http://www.ivanomalavolta.com
Android is an open-source software platform developed by Google and the Open Handset Alliance to address the growing needs of the mobile marketplace. It provides an innovative and open platform for mobile application development, customization of mobile phones, and delivery of value-added content to subscribers. Android allows developers unprecedented access to handset features and the ability to develop powerful mobile applications without licensing fees. It also gives users more choice and functionality in customizing their phones.
Mobile devices are typically resource constrained, with small screen size and limited computing power, and they are battery-powered. Multimedia applications, on the other hand, are typically resource-intensive and have strict quality-of-service requirements. Such disparity in requirements makes deploying multimedia applications for mobile devices over wireless networks a considerable challenge
The document provides an overview of mobile systems and ecosystems. It defines a mobile system as including mobile devices, mobile operating systems, applications, and related services. A mobile ecosystem is described as consisting of various interconnected players, including device manufacturers, mobile operators, application developers, and users. The document outlines the key components of mobile connectivity including cellular networks and wireless standards. It also profiles the major mobile platforms of Android and iOS, and discusses the rise of smartphones as the dominant mobile device type.
Accelerating Mobile Development with Mobile Enterprise Application Platforms ...Srinath Perera
This talk describes WSO2 MEAP, a product that let users develop and manage the complete lifecycle of mobile application development. MEAP includes support for both Mobile App development and back end service development as well.
This document provides an overview of mobile devices, including their history, types, operating systems, and security challenges. It discusses the evolution of mobile devices from the 1920s to present day. The main types of mobile devices and operating systems are described. The future of mobile is predicted to include more apps and touch/3D interfaces. Security issues facing mobile include attacks moving to take advantage of connectivity, valuable data and resources, and app ecosystems. Traditional hacker threats and location tracking possibilities are also covered.
ICT refers to technologies that provide access to information through telecommunications and includes the internet, wireless networks, cell phones, and other communication mediums. Communication has become global through rapid technology growth, allowing people to connect anytime from anywhere. A computer system consists of hardware, software, and peopleware. Hardware are tangible devices, software are intangible applications, and peopleware is the user. Online platforms facilitate interactions between users through services. Collaborative platforms add social networking to work processes. Assistive media allows people with disabilities to access computers. Online systems digitally store, manage, use, and share organizational data and communications. Mobile devices require operating systems to function and communicate through portable media like smartphones. Social media allows sharing
The document discusses the history and development of mobile devices over five stages from the 1920s to present. It describes the evolution from early car radio systems to modern smartphones and tablets. The types of mobile devices and operating systems are also outlined, with Android and iOS currently dominating the market. The future of mobile devices is predicted to include more applications and a focus on touchscreens and 3D capabilities to enhance user experience.
Singapore Mobile 2.0 & Ux Trends 2009: Scott WeissYOGESH TADWALKAR
The document discusses trends in mobile 2.0 and handset user experience from 2009-2010. It covers the rise of social networking features on mobile devices, improving usability through iterative design testing, and examples of early mobile social networking applications. It also provides tips for localizing content and examples of issues with early touchscreen and camera technologies.
Mobile computing allows transmission of data, voice, and video between wireless devices like mobile phones and laptops without physical connections. It works through mobile communication infrastructure, mobile hardware like smartphones, and mobile software operating systems. Mobile computing is used for applications like internet access, GPS, education, and entertainment. It has evolved through developments in portability, miniaturization, connectivity, convergence of devices, specialized applications, and digital ecosystems. The rise of smartphones and apps has increased mobile computing usage around the world.
Digital natives: freedom and hackability in a mobile futureTristan Nitot
I'm an old digital native. I've learned to tinker with computers that encourage "hacking" like the Apple II. It shipped with a disassembler, electronic schematics, 8 expansion slots. You did not need a screwdriver to open the lid.
Compare this with today's smartphones, with a centralized AppStore on which one company has total control. This discourages tinkering.
How will the next generation of digital natives learn to tinker if all they have is closed ecosystems?
Mozilla is working on this with the Open Web through two separate initiatives:
* Webmaker.org is a set of tools and events to encourage ordinary people to have a look under the hood of technology.
* Firefox OS aims to ship HTML5-powered smartphones that can run Web applications like other smartphones run native apps.
The document discusses the potential and challenges of using mobile phones and different technologies like SMS, voice, and mobile web for development purposes. It notes that while over 4 billion people have mobile subscriptions, few development organizations are leveraging mobile technologies due to lack of knowledge, tools, and infrastructure barriers. The document analyzes the strengths and weaknesses of SMS, voice, and mobile web approaches and provides recommendations like selecting the most appropriate local technology and collaborating with others.
Sean Moss-Pultz, an FIC product development manager, introduced the Neo1973 -- and OpenMoko -- as the "Mystery Guest" at the inaugural "Open Source in Mobile" conference in Amsterdam, 2006.
(I do not own the copyright of this material.)
Mobile operating systems control mobile devices and allow users to access apps and features. The document discusses several mobile operating systems including Android, iOS, Windows Phone, BlackBerry OS, Symbian OS, and WebOS. It provides a brief history and overview of each operating system, highlighting features and describing the differences between mobile and desktop operating systems. The document also includes animations showing the evolution of smartphones and versions of various mobile operating systems over time.
This document provides an overview of the history of mobile applications. It discusses how mobile applications evolved from simple games and utilities on early mobile phones to more complex applications enabled by new mobile operating systems. The development of proprietary platforms like Palm OS, Blackberry OS, and Symbian OS allowed for more advanced applications but also fragmented the market. No single platform has emerged as dominant, creating challenges for developers who must choose which to support.
- The document provides an introduction to mobile application development and the Android platform. It discusses mobility trends, mobile platforms, and different approaches to developing mobile apps including native, web, and hybrid. It also describes the layered architecture of the Android platform which is based on a Linux kernel and includes native libraries, runtime, framework, and applications. Developing for Android involves using the application framework APIs to build apps that reside in the applications layer.
A Mobile Centric View of Silicon Valley - January 2011Lars Kamp
A presentation held at Opinno in San Francisco to a delegration from PromoMadrid. Goal was to provide a quick overview of major trends in mobile in 30 min.
Design and optimization of ion propulsion dronebjmsejournal
Electric propulsion technology is widely used in many kinds of vehicles in recent years, and aircrafts are no exception. Technically, UAVs are electrically propelled but tend to produce a significant amount of noise and vibrations. Ion propulsion technology for drones is a potential solution to this problem. Ion propulsion technology is proven to be feasible in the earth’s atmosphere. The study presented in this article shows the design of EHD thrusters and power supply for ion propulsion drones along with performance optimization of high-voltage power supply for endurance in earth’s atmosphere.
Null Bangalore | Pentesters Approach to AWS IAMDivyanshu
#Abstract:
- Learn more about the real-world methods for auditing AWS IAM (Identity and Access Management) as a pentester. So let us proceed with a brief discussion of IAM as well as some typical misconfigurations and their potential exploits in order to reinforce the understanding of IAM security best practices.
- Gain actionable insights into AWS IAM policies and roles, using hands on approach.
#Prerequisites:
- Basic understanding of AWS services and architecture
- Familiarity with cloud security concepts
- Experience using the AWS Management Console or AWS CLI.
- For hands on lab create account on [killercoda.com](https://killercoda.com/cloudsecurity-scenario/)
# Scenario Covered:
- Basics of IAM in AWS
- Implementing IAM Policies with Least Privilege to Manage S3 Bucket
- Objective: Create an S3 bucket with least privilege IAM policy and validate access.
- Steps:
- Create S3 bucket.
- Attach least privilege policy to IAM user.
- Validate access.
- Exploiting IAM PassRole Misconfiguration
-Allows a user to pass a specific IAM role to an AWS service (ec2), typically used for service access delegation. Then exploit PassRole Misconfiguration granting unauthorized access to sensitive resources.
- Objective: Demonstrate how a PassRole misconfiguration can grant unauthorized access.
- Steps:
- Allow user to pass IAM role to EC2.
- Exploit misconfiguration for unauthorized access.
- Access sensitive resources.
- Exploiting IAM AssumeRole Misconfiguration with Overly Permissive Role
- An overly permissive IAM role configuration can lead to privilege escalation by creating a role with administrative privileges and allow a user to assume this role.
- Objective: Show how overly permissive IAM roles can lead to privilege escalation.
- Steps:
- Create role with administrative privileges.
- Allow user to assume the role.
- Perform administrative actions.
- Differentiation between PassRole vs AssumeRole
Try at [killercoda.com](https://killercoda.com/cloudsecurity-scenario/)
Use PyCharm for remote debugging of WSL on a Windo cf5c162d672e4e58b4dde5d797...shadow0702a
This document serves as a comprehensive step-by-step guide on how to effectively use PyCharm for remote debugging of the Windows Subsystem for Linux (WSL) on a local Windows machine. It meticulously outlines several critical steps in the process, starting with the crucial task of enabling permissions, followed by the installation and configuration of WSL.
The guide then proceeds to explain how to set up the SSH service within the WSL environment, an integral part of the process. Alongside this, it also provides detailed instructions on how to modify the inbound rules of the Windows firewall to facilitate the process, ensuring that there are no connectivity issues that could potentially hinder the debugging process.
The document further emphasizes on the importance of checking the connection between the Windows and WSL environments, providing instructions on how to ensure that the connection is optimal and ready for remote debugging.
It also offers an in-depth guide on how to configure the WSL interpreter and files within the PyCharm environment. This is essential for ensuring that the debugging process is set up correctly and that the program can be run effectively within the WSL terminal.
Additionally, the document provides guidance on how to set up breakpoints for debugging, a fundamental aspect of the debugging process which allows the developer to stop the execution of their code at certain points and inspect their program at those stages.
Finally, the document concludes by providing a link to a reference blog. This blog offers additional information and guidance on configuring the remote Python interpreter in PyCharm, providing the reader with a well-rounded understanding of the process.
Rainfall intensity duration frequency curve statistical analysis and modeling...bijceesjournal
Using data from 41 years in Patna’ India’ the study’s goal is to analyze the trends of how often it rains on a weekly, seasonal, and annual basis (1981−2020). First, utilizing the intensity-duration-frequency (IDF) curve and the relationship by statistically analyzing rainfall’ the historical rainfall data set for Patna’ India’ during a 41 year period (1981−2020), was evaluated for its quality. Changes in the hydrologic cycle as a result of increased greenhouse gas emissions are expected to induce variations in the intensity, length, and frequency of precipitation events. One strategy to lessen vulnerability is to quantify probable changes and adapt to them. Techniques such as log-normal, normal, and Gumbel are used (EV-I). Distributions were created with durations of 1, 2, 3, 6, and 24 h and return times of 2, 5, 10, 25, and 100 years. There were also mathematical correlations discovered between rainfall and recurrence interval.
Findings: Based on findings, the Gumbel approach produced the highest intensity values, whereas the other approaches produced values that were close to each other. The data indicates that 461.9 mm of rain fell during the monsoon season’s 301st week. However, it was found that the 29th week had the greatest average rainfall, 92.6 mm. With 952.6 mm on average, the monsoon season saw the highest rainfall. Calculations revealed that the yearly rainfall averaged 1171.1 mm. Using Weibull’s method, the study was subsequently expanded to examine rainfall distribution at different recurrence intervals of 2, 5, 10, and 25 years. Rainfall and recurrence interval mathematical correlations were also developed. Further regression analysis revealed that short wave irrigation, wind direction, wind speed, pressure, relative humidity, and temperature all had a substantial influence on rainfall.
Originality and value: The results of the rainfall IDF curves can provide useful information to policymakers in making appropriate decisions in managing and minimizing floods in the study area.
Electric vehicle and photovoltaic advanced roles in enhancing the financial p...IJECEIAES
Climate change's impact on the planet forced the United Nations and governments to promote green energies and electric transportation. The deployments of photovoltaic (PV) and electric vehicle (EV) systems gained stronger momentum due to their numerous advantages over fossil fuel types. The advantages go beyond sustainability to reach financial support and stability. The work in this paper introduces the hybrid system between PV and EV to support industrial and commercial plants. This paper covers the theoretical framework of the proposed hybrid system including the required equation to complete the cost analysis when PV and EV are present. In addition, the proposed design diagram which sets the priorities and requirements of the system is presented. The proposed approach allows setup to advance their power stability, especially during power outages. The presented information supports researchers and plant owners to complete the necessary analysis while promoting the deployment of clean energy. The result of a case study that represents a dairy milk farmer supports the theoretical works and highlights its advanced benefits to existing plants. The short return on investment of the proposed approach supports the paper's novelty approach for the sustainable electrical system. In addition, the proposed system allows for an isolated power setup without the need for a transmission line which enhances the safety of the electrical network
Optimizing Gradle Builds - Gradle DPE Tour Berlin 2024Sinan KOZAK
Sinan from the Delivery Hero mobile infrastructure engineering team shares a deep dive into performance acceleration with Gradle build cache optimizations. Sinan shares their journey into solving complex build-cache problems that affect Gradle builds. By understanding the challenges and solutions found in our journey, we aim to demonstrate the possibilities for faster builds. The case study reveals how overlapping outputs and cache misconfigurations led to significant increases in build times, especially as the project scaled up with numerous modules using Paparazzi tests. The journey from diagnosing to defeating cache issues offers invaluable lessons on maintaining cache integrity without sacrificing functionality.
Software Engineering and Project Management - Introduction, Modeling Concepts...Prakhyath Rai
Introduction, Modeling Concepts and Class Modeling: What is Object orientation? What is OO development? OO Themes; Evidence for usefulness of OO development; OO modeling history. Modeling
as Design technique: Modeling, abstraction, The Three models. Class Modeling: Object and Class Concept, Link and associations concepts, Generalization and Inheritance, A sample class model, Navigation of class models, and UML diagrams
Building the Analysis Models: Requirement Analysis, Analysis Model Approaches, Data modeling Concepts, Object Oriented Analysis, Scenario-Based Modeling, Flow-Oriented Modeling, class Based Modeling, Creating a Behavioral Model.
1. The Mobile Ecosystem
Ivano MalavoltaIvano Malavolta
ivano.malavolta@univaq.it
http://www.di.univaq.it/malavolta
2. Roadmap
• Brief History of Mobile• Brief History of Mobile
• The Mobile Ecosystem
• Mobile as the 7th mass media
3. Brief history of Mobile
• Many generation of mobiles
• G is often referred to the networking aspect
– es. 2G, 3G, 4G
WeWeWeWe willwillwillwill notnotnotnot.WeWeWeWe willwillwillwill notnotnotnot.
We will focus on the DEVICE
4. Brief history of Mobile
• Motivation:
At some point a device comes andAt some point a device comes and
changes everything
6. The Brick Era
* Picture lovely taken from http://www.slideshare.net/fling
7. The Brick Era
• It was Portable!
calls
• It was Portable!
• More expensive than payphones
• Enormous battery
• Stakeholders:
– Stockbrokers, salespeople, …– Stockbrokers, salespeople, …
• After a while, more cellular radio towers
and… it got (a little bit) smaller
8. The Candy bar Era
* Picture lovely taken from http://www.slideshare.net/fling
9. The Candy Bar Era
• 2G network : GSM, CDMA, TDMA, iDEN
calls SMS
• 2G network : GSM, CDMA, TDMA, iDEN
• More cellular towers
less power needed
much smaller
• Better voice quality• Better voice quality
• Added SMS
• Everyone wanted to have a mobile phone
– economic prosperity in EU, USA, and JP
10. The Feature Phone Era
* Picture lovely taken from http://www.slideshare.net/fling
11. The Feature Phone Era
• 2.5G network: GPRS
calls SMS & MMS music & photos
• 2.5G network: GPRS
• Camera
• MMS
• Data-capable devices
• Interneton mobile (very poor)• Interneton mobile (very poor)
– high prices
– poor marketing
– inconsistent rendering
13. The Smartphone Era
• 3G, HSDPA, WI-FI
calls SMS & MMS music & photos
• 3G, HSDPA, WI-FI
• Like a feature phone, but simulating a PC
• Its own OS (es. Symbian)
• Larger screens, stylus
• The Mobile Platform becomes key• The Mobile Platform becomes key
• (push) email as primary driver
14. The Touch Era
* Picture lovely taken from http://www.slideshare.net/fling
15. The Touch Era
• 3G, 4G
calls SMS & MMS music & photos APPS
NOT a phone• 3G, 4G
• Accelerometers
• GPS/Location-based
• User-centered design
– true impact on his eveyday life
NOT a phone
-
NOT a computer
– true impact on his eveyday life
• Rich interfaces
• A personal media platform
• Mobile web - everyday
16. Roadmap
• Brief History of Mobile• Brief History of Mobile
• The Mobile Ecosystem
• Mobile as the 7th mass media
20. The Mobile Ecosystem
• Operators make the entire mobile ecosystem work
• ROLEROLEROLEROLE: to create and maintain wireless services over
a reliable cellular network
They install
cellular towers
• Voice
• Messages
• Internet access
Operators
cellular towers • Internet access
22. The Mobile Ecosystem
Mobile networks communicate through electromagnetic
radio waves with a cell site base station, the antennasradio waves with a cell site base station, the antennas
of which are usually mounted on a tower, pole or
building.
Operators
Networks
image from:
http://en.kioskea.net/contents/tele
phonie-mobile/gsm.php3
24. The Mobile Ecosystem
The PHONE
– handsets or terminals in industry– handsets or terminals in industry
• But also other devices such as tablets, ebook readers…
Operators
Networks
Devices
25. The Mobile Ecosystem
Feature Phone
VSVS
Smartphone
(and touch phones)
Operators
Networks
Devices
image source: http://techcrunch.com/2011/11/28/its-still-a-
feature-phone-world-global-smartphone-penetration-at-27/
26. The Mobile Ecosystem
Platforms provide access to the devices
They provide a core programming language in which ALLThey provide a core programming language in which ALL
the software is written
Three main categories:
• Open SourceOpen SourceOpen SourceOpen Source: free to use and modify
– Android
Operators
Networks
Devices
– Android
• ProprietaryProprietaryProprietaryProprietary: by device makers
– iPhone, BlackBerry, Palm
• LicensedLicensedLicensedLicensed: sold to device makers
– JavaME, BREW, Windows Mobile
Platforms
27. The Mobile Ecosystem
OS have core services or toolkits that enable apps to talk
to each other and share data or servicesto each other and share data or services
For example:
OSs are common in Smart Phones, Operating Systems
Operators
Networks
Devices
but rare in Feature phones. Platforms
Operating Systems
29. The Mobile Ecosystem
They run on top of the OS, sharing core services such as:
• Communications• Communications
• Messaging
• Graphics
• Location
• Security Operating Systems
Application Frameworks
Operators
Networks
Devices
• Security
• Authentication
• …
Platforms
Operating Systems
30. The Mobile Ecosystem
Operating Systems
Application Frameworks
Operators
Networks
Devices
Platforms
Operating Systems
data source: http://www.slideshare.net/fling/mobile-20-design-
develop-for-the-iphone-and-beyond
31. The Mobile Ecosystem
Definition:Definition:Definition:Definition: In the realm of technology, this usually
refers to a computer program that runs on a websiterefers to a computer program that runs on a website
(Google Apps), a small computing device (iPad App) or a
cell phone (Android App).
Example applications may
include Games, Web Browser,
Operating Systems
Application Frameworks
Applications
Operators
Networks
Devices
include Games, Web Browser,
Camera or Media Player.
Platforms
Operating Systems
32. The Mobile Ecosystem
Apps live between the device and the user
Operating Systems
Application Frameworks
Applications
APP
Operators
Networks
Devices
Platforms
Operating Systems
They must fit with their usage context
They must know the specific device
attributes and capabilities
FRAGMENTATION PROBLEMFRAGMENTATION PROBLEMFRAGMENTATION PROBLEMFRAGMENTATION PROBLEM
33. The Fragmentation problem
It is the inability to develop an app against a reference
operating contextoperating contextoperating contextoperating context (OC) and achieve the intended behavior inoperating contextoperating contextoperating contextoperating context (OC) and achieve the intended behavior in
all OCs suitable for the application.
OC = the external environment influencing its operation
Operating Systems
Application Frameworks
Applications
Operators
Networks
Devices
Platforms
Operating Systems
35. The Mobile Ecosystem
ServicesServicesServicesServices are “everything the user is trying to do”
They are often available at different levels:
• Application
• Application Framework
• OS
Operating Systems
Application Frameworks
Applications
Services
Operators
Networks
Devices
Example services may include:
• the Internet
• sending a text message
• being able to get a location
Platforms
Operating Systems
36. The Mobile Ecosystem
All of these layers must be passed through before
you get to the contentyou get to the content
Operating Systems
Application Frameworks
Applications
Services Nowadays, the mobile
ecosystem is:
complicated, fragmented,
and a political nightmare
Operators
Networks
Devices
Platforms
Operating Systems
and a political nightmare
RUN AWAY!!!
however…
37. Roadmap
• Brief History of Mobile• Brief History of Mobile
• The Mobile Ecosystem
• Mobile as the 7th mass media
38. Mobile Market
Mass Media???
How big is the Mobile Market???How big is the Mobile Market???
data source: http://www.slideshare.net/fling/mobile-20-design-
develop-for-the-iphone-and-beyond
39. Mobile Market
in 2009
data source: http://www.slideshare.net/fling/mobile-20-design-
develop-for-the-iphone-and-beyond
40. Mobile Market
in 2009
data source: http://www.slideshare.net/fling/mobile-20-design-
develop-for-the-iphone-and-beyond
41. Mobile Market
in 2009
data source: http://www.slideshare.net/fling/mobile-20-design-
develop-for-the-iphone-and-beyond
43. Mobile Market
Mobile is the LARGEST,Mobile is the LARGEST,
most available
mass medium
TO MANKINDTO MANKINDTO MANKINDTO MANKINDTO MANKINDTO MANKINDTO MANKINDTO MANKIND
44. Mobile as the 7th mass media
Each mass media has advantages and disadvantages, eachEach mass media has advantages and disadvantages, each
playing a significant role in society
If we understand how we relate to each mass media
we will understand what our customers expect from
our mobile appsour mobile apps
45. Mobile as the 7th mass media
Printing Press1 Printing Press
Reduced time to publish
Enables information to be easily copied and distributed
1
Enables information to be easily copied and distributed
46. Mobile as the 7th mass media
Recordings2 Recordings
aka recorded sound
Music
2
Started as information sharing (news)
47. Mobile as the 7th mass media
Cinema3 Cinema
Visual Experience
Similarly to recordings,
3
Similarly to recordings,
it started as information sharing (news)
Intense personal experience
48. Mobile as the 7th mass media
Radio4 Radio
= recordings + live broadcast
Intense personal experience
4
Intense personal experience
49. Mobile as the 7th mass media
Television5 Television
= radio + video
Prices dropped down a TV for each home
5
Prices dropped down a TV for each home
more intimate and visceral medium
50. Mobile as the 7th mass media
Internet6 Internet
Computers @home, not @work
Web 2.0 = interact with other users
6
Purchase, download and stream recordings
Listen to radio and TV streams
51. Mobile as the 7th mass media
Mobile7 Mobile
It started at the same time as the Web
UniqueUniqueUniqueUnique traittraittraittrait: it can do everything all the other media can do
7
• Reading (and publishing)
• Play recordings
• Watch movies
• Listen to radio
• Watch TV (and streaming)
• Surf the Internet
52. Unique benefits of Mobile
Apart from covering all the other media, mobile has 5
unique benefits:
First truly personal mass media
First always-carried mass media
First always-on mass media
unique benefits:
We don’t share our phones with our friends
Information is always available 24/7,
even when idle
7 out of 10 people sleep with their
phones within reach
At the point of creative impulse
Only mass media with a built-in
payment channel
First always-carried mass media phones within reach
Universal click-to-buy + credit cards
Ability to create or consume content
whenever the mood strikes
53. Context
CONTEXT CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT
Mobile apps have the amazing capability to add
CONTEXTCONTEXTCONTEXTCONTEXT
to information, adding immediate relevance to what
we are doing right here, right now
CONTEXT CONTEXT CONTEXT
CONTEXT CONTEXT CONTEXT
we are doing right here, right now
55. There is no “perfect app”, you have to find the sweetsweetsweetsweet spotspotspotspot
Tips for the project
your
APP
development or
configuration,
maintainability, and
reliability
costs, revenue,
market share, and
time to market
User Goals
APP
usability
56. Tips for the project
1. Find a REALREALREALREAL NEEDNEEDNEEDNEED first
2. Find your GOALGOALGOALGOAL to fill the need
3. ReverseReverseReverseReverse EngineerEngineerEngineerEngineer the goal into a potential app
4. Remember the unique benefitsbenefitsbenefitsbenefits of Mobile (slide 53)
5. CONTEXTCONTEXTCONTEXTCONTEXT CONTEXTCONTEXTCONTEXTCONTEXT CONTEXTCONTEXTCONTEXTCONTEXT
– Location, camera, always-carried, accelerometer
– WHO is your typical user???? Define usage scenarios
57. Tips for the project
ThisThisThisThis isisisis mymymymy checkboxcheckboxcheckboxcheckbox whenwhenwhenwhen IIII reviewreviewreviewreview anananan appappappapp::::
Does it have a clear goal?
Is it filling a real need?
Does it consider the context in which I’m using it?
Is it integrated with other services?
Look at http://www.programmableweb.com
and discover a new world out there!! ☺
Is it a pleasure to use it?
I look at UI design, interface slickness, ecc.