Design Considerations and Best Practices for Mobile Applications

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10 Δεκ 2013 (πριν από 3 χρόνια και 8 μήνες)

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Design Considerations

and

Best Practices

for

Mobile Applications

David E. Figley, Jr

Programmer, C2 Technologies, Inc.

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

Design Considerations

Considerations


Platform (iOS, Android, Blackberry OS, etc)


Different development environments


Device diversity


Device Limitations


Memory and storage


Accelerometer, gyroscope, camera, multitouch

Considerations (cont.)


Target Audience


‘App’titude


Accessibility, 508 Compliance


Deployed Environment


Network availability


Device management / updates

Platforms


Predictable hardware configurations


Relatively few resolutions and aspect ratios: (480x320,
960x640, 1024x768, 2048x1536)


Closed platform

Ios Resolutions


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

Android Resolutions

Audience

Considering The User


‘App’titude


Gamer’s instincts


“Hold my hand”


Feedback fallbacks

Deployment


Network availability


Updates


Device management


Testing

Best Practices

Development Approach


Core Framework


Base classes (UI screen, controlled obj, utils)


Interaction behaviors (character controls)


Content management (Scenarios, activities)


Bundled assets


Externalized content

Framework


Modular design


Reusable chunks


Encapsulated behaviors (independent code)


Objects inherit attributes


Applies to graphical assets

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

Framework (cont)


Content Management


Scenarios


Activities


Steps

Asset Workflow


Bundled assets


Core framework separate from scenes


Load as needed, reduce load times


Scalability


Reusability

Asset Workflow (Cont)


Future
-
proofing for new devices


Scaling assets


Levels of detail


Working in percentages, not pixels


Polygons vs. Textures

Content


Externalized, editable, extensible


Runtime content building and testing


Push & pull content from a database


Create an activity and test without rebuilding


Eliminate guesswork

Thank you