MIT21W_789S11_class1

MIT21W_789S11_class1 - MOBILE APPLICATIONS OVERVIEW 21w.789...

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MOBILE APPLICATIONS OVERVIEW 21w.789 CLASS 1
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What is the class about? Investigating the interaction between people and mobile computing devices Creating compelling mobile applications and services Group project-based class Design, build, and document a novel mobile application Final conference-style paper Other small assignments along the way Location exploration, network characterization Classes split into lecture and studio/sharing/review time Attendance and participation expected!
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Devices Develop on your own devices or borrow a Motorola Cliq (Android 2.1) from us. A very small number of Droid 1s may also be available. One phone per group. Class will focus mostly on non-platform specific topics, some examples will be given for Android and iPhone Assignments require data access no textbook, so this is really the only cost for the class. T- Mobile/Cricket/Boost have good pay-as-you-go data plans.
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Mobile Computing is Everywhere An Internet- connected computer in 3 billion pockets… Images of cell phone use around the world removed due to copyright restrictions.
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Why study mobile computing? Changing lives of many Farm Prices Microfinance Live Media Sharing Constant Access to Information Mobile Applications Becoming Ubiquitous iPhone App Store Android Marketplace J2ME Portals from Carriers
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What’s unique about mobile? Media Capture Ability to share your world with others Document life for yourself, anywhere Sensing Location, accelerometer, compass, body sensing Get content you want, fast Sense and track personal health Social Connectivity Device tied to a person, almost always with them Voice, text, email, chat, media sharing…
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Much more than just writing the code Ideation Design Build Test Observation © source unknown. All rights reserved. This content is excluded from our Creative Commons license. For more information, see http://ocw.mit.edu/fairuse .
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Inspiration for design Learning from people In-situ observations of related practices Grounding new designs in real-world behavior
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Coherent Design Design is a process from the beginning Ensure interaction flows for a user Especially important on a small-screen mobile device!
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Building and Testing are Iterative Increasing fidelity with quick tests along the way From paper to working in the world Catch mistakes early when it’s easy to change 0 5 10 15 20 25 Requirements Design Implementation Maintenance Relative Cost To Repair Defect
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Mobile Ecosystem Web No installation Limited interaction with phone platform Rendering issues on different handsets Some reach to almost every device J2ME Works on most non-smart phones More interaction with phone platform Consistent Look and Feel Lifecycle limitations Native Written for a particular OS Deepest interaction with phone platform Background Processes More complex distribution/testing
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