Mobile Application Development: Presented By: Rajit Nair Assistant Professor Vit, Bhopal
Mobile Application Development: Presented By: Rajit Nair Assistant Professor Vit, Bhopal
Development
PRESENTED BY:
RAJIT NAIR
ASSISTANT PROFESSOR
VIT, BHOPAL
A brief history of mobile
Mobile phones were invented as early as the 1940s when engineers working at AT&T developed cells
for mobile phone base stations. ... Motorola, on 3 April 1973 were first company to mass produce the
the first handheld mobile phone.
The very first mobile phones were not really mobile phones at all. They were two-way radios that
allowed people like taxi drivers and the emergency services to communicate.
Instead of relying on base stations with separate cells (and the signal being passed from one cell to
another), the first mobile phone networks involved one very powerful base station covering a much
wider area.
These early mobile phones are often referred to as 0G mobile phones, or Zero Generation mobile
phones. Most phones today rely on 3G or 4G mobile technology.
Mobile ecosystem
The Six Primary Sides of the Mobile Ecosystem
The mobile ecosystem is a multi-sided market where each side gives and receives value from
other sides. The six primary sides of the mobile ecosystem include:
1. End Users: Own the disposable income. Idealistically they drive the ecosystem; realistically
they are slaves to marketing and advertising. Examples: Me and you.
2. Channels: Own the sale of the device and/or service to the End User. Own billing. Own Sales.
In the case of carriers, own the physical pipe. Because the money flows through them, they,
effectively, are the primary owners of the customer relationship. They also are often directly
responsible for the majority of the marketing. Examples: Verizon, Amazon.com, Best Buy, Apple
Stores, iTunes, Windows Store.
3. Device Manufacturers: Own the hardware. Own the industrial design. They hate not owning
the customer relationship. But their HW bias (and manufacturing capex structure) prevent them
from breaking out of this (there are no proof points of large hardware manufacturers becoming
successful software companies). Examples: Samsung, Apple, Nokia, Microsoft (for Surface).
4. OS providers: Own the core of the customer experience. Think they own most real
innovation. They hate not owning the customer. In some cases, their core business models
(search, desktop/server OS, office, …), means they are at the mercy of some middleman
between them and the customer. Examples: Apple (iOS), Google (Android), Microsoft
(Windows).
6. 3rd Party Developers: Deliver the most of the end-user benefit. Actually own most of the
real innovation. They target platforms which have the greatest promise of ‘eyeballs’. Some
care deeply about monetization features of the platform; others care more about distribution.
They despise the inter- and intra-platform fragmentation that exists.
Designing for context
The design context is more than the physical environment and can also be the wider organisational setting in
which the product will be used, and also includes who is actually involved in the design process.
Although some interactive products may be designed in relative isolation, as the brainchild of an independent
designer working outside any organisation or community, many are designed collaboratively within commercial
organisations large or small. Sometimes design involves more than one organisation – for example, a
consultancy company working with a client organisation or different subsidiaries of an international company.
Just as individuals vary, organisations vary, and consequently the design process may vary.
Developing a Mobile Strategy
A mobile strategy is a way to incorporate mobile devices into your overall corporate strategy. ... A
good strategy should align with company's vision, engage users, initiate buying action, distinguish the
brand from competitors and should fall within the budget.
We’re living in the era of mobility, and mobile devices are everywhere. Selecting the right mobile
environment can be difficult if you don’t know what it is that you want to achieve business-wise.
Therefore, depending on your objectives, you might decide to invest in a web, hybrid or native
application.
If you decide to invest in a native mobile application, be aware that you’ll have to develop each app
separately for each environment (ie. iOS, Android) which generates costs. You can decrease
development costs significantly by creating hybrid apps or web apps; however, native mobile
applications offer the best marketing results and have the broadest spectrum of capabilities, which
we’ll talk about later.
A web app or, better yet, a hybrid app might offer less in terms of in-app user engagement, but can
be viewed across platforms and devices. That is why it’s essential to first define your objectives – it’ll
make it much easier for you to decide on the application type.
3 Design for User Experience
You should always put positive user experience on top of every decision to design, modify, or
upgrade your application.
The UX essentials to remember when developing a mobile app:
•ease of use
•design
•performance
•Functionality
Android is an open source and Linux-based Operating System for mobile devices such as
smartphones and tablet computers. Android was developed by the Open Handset Alliance, led by
Google, and other companies.
Android offers a unified approach to application development for mobile devices which means developers
need only develop for Android, and their applications should be able to run on different devices powered by
Android.
The first beta version of the Android Software Development Kit (SDK) was released by Google in 2007
where as the first commercial version, Android 1.0, was released in September 2008.
On June 27, 2012, at the Google I/O conference, Google announced the next Android version, 4.1 Jelly Bean.
Jelly Bean is an incremental update, with the primary aim of improving the user interface, both in terms of
functionality and performance.
The source code for Android is available under free and open source software licenses. Google publishes most
of the code under the Apache License version 2.0 and the rest, Linux kernel changes, under the GNU General
Public License version 2.
Android Widgets
There are given a lot of android widgets with simplified examples such as Button, EditText,
AutoCompleteTextView, ToggleButton, DatePicker, TimePicker, ProgressBar etc.
Android widgets are easy to learn. The widely used android widgets with examples are given below:
Android Button : Let's learn how to perform event handling on button click.
Android Toast : Displays information for the short duration of time.
Custom Toast : We are able to customize the toast, such as we can display image on the toast
ToggleButton : It has two states ON/OFF.
CheckBox : Let's see the application of simple food ordering.
AlertDialog : AlertDialog displays a alert dialog containing the message with OK and Cancel buttons.
Spinner : Spinner displays the multiple options, but only one can be selected at a time.