Android Design Patterns: Interaction Design Solutions for Developers Introduction Summary by Kirk Scott.

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Presentation transcript:

Android Design Patterns: Interaction Design Solutions for Developers Introduction Summary by Kirk Scott

Why Mobile Computing? Biggest development in human history (?) Smart phones have become like an extension of the human body/mind (?) First buzzword: Cognitive friction, or no cognitive friction = effortless translation from intention to action/result Mobile apps should be developed so that they capture this spirit

Why Android? It is apparent that Apple has been the big player in this area Android has had some challenges getting into the game Android 4.x has more or less overcome these challenges and is a mature competitor to Apple Android has a non-proprietary business model, is expanding rapidly, and is starting to eat market share

Why This Book? In order to develop effectively for the Android environment, you need to apply patterns

Use What Works A design pattern is a repeatable solution to a recognized development problem They are practical building blocks Together, they form a vocabulary, or language for talking about app development

Apply 58 Android App Patterns The book covers 58 patterns Because this is Android, they are about two basic concepts: Information architecture Interaction design or user experience (UX) The purpose of the book is to build on the information in the Google documentation, and go beyond it in app development

Avoid Common Pitfalls with 12 Antipatterns The 12 antipatterns are the most common mistakes, which you should avoid Antipatterns can be stand-alone They can also be poorly thought out sub-parts of otherwise good patterns Antipatterns are development dead ends They are ineffective solutions which are not the basis for continued development

Be Inspired by Innovative Ideas The book includes experimental patterns Part of the goal of the book is to see how more complex, original development grows out of the application of patterns New patterns are being developed This is not a static field Experimental patterns provide one way of forging ahead and distinguishing an app from other apps

Use a Complete Design Methodology The book introduces a design methodology called “sticky notes” In addition to the patterns themselves, the point is to include mechanisms for prototyping and testing patterns The methodology is illustrated with nearly every pattern and vice-versa The book is intended to serve as a practical guide to real development

Design What Works Although centered on Android, the book also includes insights that have come from Apple, Windows Mobile, and BlackBerry The point is that the goal is to make something that works, not get bogged down in any one mindset or technology

What About the Code? There is no code in the book The decision to separate design and implementation was deliberate This is not an unusual approach to the design/implement situation The book does have a companion Web site where code examples can be found They will not be a part of this course

How Should You Use This Book? This book is meant to be a hands-on reference It is also designed to be covered in order, from beginning to end In general, antipatterns will come early on in a presentation, followed by general patterns, followed by more complicated patterns There is a consistent set of examples that is pursued through the course of the book

Who Should Read This Book? Anyone involved with designing and dveloping Android apps The target audience is mid to advanced level practitioners Beginners can also benefit It can also be useful to project managers, visual designers, user researchers, and business people It provides a common vocabulary as well as information about challenges and solutions

The End