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Design Considerations and Best Practices for Mobile Applications David E. Figley, Jr Programmer, C2 Technologies, Inc.

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Presentation on theme: "Design Considerations and Best Practices for Mobile Applications David E. Figley, Jr Programmer, C2 Technologies, Inc."— Presentation transcript:

1 Design Considerations and Best Practices for Mobile Applications David E. Figley, Jr Programmer, C2 Technologies, Inc.

2

3 Patriot Missile System Training Apps Connecting Soldiers to Digital Applications Deployed on iPhone 4 and desktop web browsers Runs on iPad 2, new iPad, select Android devices Developed in Unity

4 Design Considerations

5 Considerations Platform (iOS, Android, Blackberry OS, etc) Different development environments Device diversity Device Limitations Memory and storage Accelerometer, gyroscope, camera, multitouch

6 Considerations (cont.) Target Audience ‘App’titude Accessibility, 508 Compliance Deployed Environment Network availability Device management / updates

7 Platforms

8 Predictable hardware configurations Relatively few resolutions and aspect ratios: (480x320, 960x640, 1024x768, 2048x1536) Closed platform

9 Ios Resolutions

10 Diverse hardware (CPU, GPU, memory, storage) Numerous device resolutions and aspect ratios: (240x300, 320x240, 320x480, 360x640, 480x640, 480x800, 480x854, 540x960, 640x960, 800x400, 800x600, 1024x600, 1024x768, 1280x720, 1280x800) Disparate UI experiences & limitations

11 Android Resolutions

12 Audience

13 Considering The User ‘App’titude Gamer’s instincts “Hold my hand” Feedback fallbacks

14 Deployment Network availability Updates Device management Testing

15 Best Practices

16 Development Approach Core Framework Base classes (UI screen, controlled obj, utils) Interaction behaviors (character controls) Content management (Scenarios, activities) Bundled assets Externalized content

17 Framework Modular design Reusable chunks Encapsulated behaviors (independent code) Objects inherit attributes Applies to graphical assets

18 Framework (cont) Interactive elements Character controls (joystick, touchpad, hybrid) Touches and collisions Camera controls (followers, look at objects) Create realistic models, figuratively and literally Open-ended, immersive environments

19 Framework (cont) Content Management Scenarios Activities Steps

20 Asset Workflow Bundled assets Core framework separate from scenes Load as needed, reduce load times Scalability Reusability

21 Asset Workflow (Cont) Future-proofing for new devices Scaling assets Levels of detail Working in percentages, not pixels Polygons vs. Textures

22 Content Externalized, editable, extensible Runtime content building and testing Push & pull content from a database Create an activity and test without rebuilding Eliminate guesswork

23 Thank you


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