© 2009 Research In Motion Limited Introduction to developing applications for mobile devices
© 2009 Research In Motion Limited Agenda This course covers the following topics: –Introduction to developing applications for mobile devices –Methods of application development for mobile devices –Introduction to GPS and Wi-Fi® technology on BlackBerry® smartphones GPSGlobal Positioning System
Agenda –Introduction to push technology –Data structures and memory management on mobile devices –User interface design for mobile devices –BlackBerry themes and animated graphics –Security considerations for developing applications for mobile devices
Introduction to developing applications for mobile devices Objectives: –Describe the differences between application development for a desktop environment versus a mobile device environment based on physical device characteristics. –Describe the differences between application development for a desktop environment versus a mobile device environment based on user needs. © 2009 Research In Motion Limited
Physical differences between desktops and mobile devices
© 2009 Research In Motion Limited Physical differences between desktops and mobile devices –Mobility –Data storage –Memory –Energy –Screen size –Input methods –Number of screens –Transfer rates
© 2009 Research In Motion Limited Physical differences between desktops and mobile devices Mobility: –Mobile devices Are mobile; desktops are not. Provide anywhere, anytime access. Can run applications based on GPS or other location information. –Example: a mobile device application can detect the user’s location and request weather or traffic updates specific to that area.
Physical differences between desktops and mobile devices Data storage: –Desktops can store huge quantities of data and application files; mobile devices cannot. –Design consideration Host large mobile applications instead of distributing them to individual mobile devices
Physical differences between desktops and mobile devices Memory: –Mobile devices have a much lower memory capacity than desktops. –Insufficient memory can result in outright failure or very slow performance. –Design consideration Reduced memory capacity means less tolerance for memory leaks.
Physical differences between desktops and mobile devices Power: –Desktops plug into electrical outlets; they have unlimited power. –Mobile devices use batteries; available power is limited. –Design considerations Processor- and display-intensive applications can drain battery power. Users will avoid using applications that use too much power.
Physical differences between desktops and mobile devices Screen size: –Mobile device screens are much smaller than desktop monitors. –Design considerations Reduce the amount of items or information displayed at once (this reduces user scrolling). Fine-detailed videos, photos, and graphics may not appear as clearly on a mobile device screen.
Physical differences between desktops and mobile devices Input methods: –Mobile devices have very small keyboards. –Many users prefer to use the menus and trackball. –Design considerations Avoid creating tasks that rely heavily on the use of the keys. Example: a game that measures or rewards typing speed is not suitable for a mobile device. Minimize use of the keys for navigation; consider using autocomplete.
Physical differences between desktops and mobile devices Number of screens: –Desktops can display multiple applications concurrently; mobile devices cannot. –Design consideration Provide update information in a way that alerts but does not interrupt the user. Example: instead of taking over the device screen with the update, inform the user by buzzing or leaving an icon in the banner.
Physical differences between desktops and mobile devices Transfer rates: –Mobile device wireless networks have much slower transfer rates than wire connections. –Wireless connections are less reliable than wire connections and can result in longer and more frequent outages. –Design consideration Avoid tasks that require immediate or long, uninterrupted data transfer.
© 2009 Research In Motion Limited Mobile device users
–People use mobile devices differently than they use desktops. –Mobile device users want immediate, short chunks of relevant information. –Mobile device user expectations Speed of task completion and information retrieval Relevance of information and application options Ease of use
Mobile device users Speed: –Mobile device information is often time-sensitive. –Examples: turn-by-turn directions, phone number lookups, news updates. –Delayed information can be irrelevant by the time the user receives it. –Design consideration 60-second rule: mobile applications should provide relevant information within 60 seconds.
Mobile device users Relevance: –Most mobile device tasks are focused on a single objective. –Example: hourly stock quote updates for a single stock versus five-day performance of 100 stocks. –Design considerations Present only options and information that are relevant to the current task. Let users define which information or options are most relevant. Streamline data presentation for fast and easy viewing.
Mobile device users Ease of use: –Facilitates quick access to required features and information –Design considerations Simplify access to common features: do not require four steps when one step will do. Build on the user’s familiarity and previous experience with mobile applications.
Introduction to developing applications for mobile devices Objectives review: –Describe the differences between application development for a desktop environment versus a mobile device environment based on physical device characteristics. –Describe the differences between application development for a desktop environment versus a mobile device environment based on user needs. © 2009 Research In Motion Limited