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Published byShanon Murphy Modified over 9 years ago
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Design Considerations and Best Practices for Mobile Applications David E. Figley, Jr Programmer, C2 Technologies, Inc.
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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
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Design Considerations
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Considerations Platform (iOS, Android, Blackberry OS, etc) Different development environments Device diversity Device Limitations Memory and storage Accelerometer, gyroscope, camera, multitouch
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Considerations (cont.) Target Audience ‘App’titude Accessibility, 508 Compliance Deployed Environment Network availability Device management / updates
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Platforms
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Predictable hardware configurations Relatively few resolutions and aspect ratios: (480x320, 960x640, 1024x768, 2048x1536) Closed platform
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Ios Resolutions
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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
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Android Resolutions
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Audience
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Considering The User ‘App’titude Gamer’s instincts “Hold my hand” Feedback fallbacks
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Deployment Network availability Updates Device management Testing
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Best Practices
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Development Approach Core Framework Base classes (UI screen, controlled obj, utils) Interaction behaviors (character controls) Content management (Scenarios, activities) Bundled assets Externalized content
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Framework Modular design Reusable chunks Encapsulated behaviors (independent code) Objects inherit attributes Applies to graphical assets
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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
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Framework (cont) Content Management Scenarios Activities Steps
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Asset Workflow Bundled assets Core framework separate from scenes Load as needed, reduce load times Scalability Reusability
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Asset Workflow (Cont) Future-proofing for new devices Scaling assets Levels of detail Working in percentages, not pixels Polygons vs. Textures
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Content Externalized, editable, extensible Runtime content building and testing Push & pull content from a database Create an activity and test without rebuilding Eliminate guesswork
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Thank you
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