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Design Considerations and Best Practices for Mobile Applications

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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 ... – PowerPoint PPT presentation

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Title: Design Considerations and Best Practices for Mobile Applications


1
Design Considerationsand Best Practicesfor
Mobile Applications
  • David E. Figley, Jr
  • Programmer, C2 Technologies, Inc.

2
(No Transcript)
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
  • Apptitude
  • 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
  • Apptitude
  • Gamers 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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